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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=19862</id>
		<title>Manual:Config:Advanced:Variables</title>
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				<updated>2019-02-26T03:48:16Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: /* &amp;quot;general&amp;quot; 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;
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/file] - The location of HQ textures directory, if any.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''UnitCSV'''&amp;lt;/code&amp;gt; [string/file] - The location of units.CSV dile.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;modunits.csv&amp;quot;&amp;lt;/code&amp;gt;&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&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== Base computer ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''high_quality_font_computer'''&amp;lt;/code&amp;gt; [boolean] - Which font type to use for base computer (font.cpp).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - uses stroke font&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; - uses bitmap font&lt;br /&gt;
** =&amp;lt;code&amp;gt;'''high_quality_font'''&amp;lt;/code&amp;gt; =&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;(default)&lt;br /&gt;
* &amp;lt;code&amp;gt;'''open_picker_categories'''&amp;lt;/code&amp;gt; [boolean] - Expands all categories in base computer.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - expands all categories by default.&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 expand the categories.&lt;br /&gt;
&lt;br /&gt;
==== Weapons and shields ====&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, Bolt (only) effects will appear stretched to this fraction of the distance they traveled since the last calculation, compensating for Length - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame.&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 mount models. Mounts with '''xyscale'''=0 or '''zscale'''=0 (in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) are not drawn anyway.&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;
** {{Fixme}} Most need extra setup - renaming (or symlinking) to weapon names. Razor needs resizing (20x times) and some shift, this thing's about the size of Gawain!&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_xyscale'''&amp;lt;/code&amp;gt; [float] - Scaling of mount models, lateral.&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;'''weapon_zscale'''&amp;lt;/code&amp;gt; [float] - Scaling of mount models, longitudal.&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;'''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;'''tractor.scoop'''&amp;lt;/code&amp;gt; [boolean] - Turns on &amp;quot;scooping cone&amp;quot; tractor beams. {{Fixme}} Currently is ''not'' the same as in &amp;lt;code&amp;gt;physics/'''tractor.scoop'''&amp;lt;/code&amp;gt; - this one affects drawing, so you need both.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; No cone, tractor/repulsor beams are processed just like normal beams.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop cone. Corresponds to &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&amp;lt;/code&amp;gt;, but is separate from it.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_alpha_multiplier'''&amp;lt;/code&amp;gt; [float] {{Fixme}} .&lt;br /&gt;
** &amp;lt;code&amp;gt;2.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_long_slices'''&amp;lt;/code&amp;gt; [integer] - Number of slices in a scoop beam cone.&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;'''tractor.scoop_rad_slices'''&amp;lt;/code&amp;gt; [integer] - Number of slices in a scoop beam cone. Must be odd.&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;
&lt;br /&gt;
==== Death ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''show_respawn_text'''&amp;lt;/code&amp;gt; - Prints the fixed text &amp;quot;&amp;lt;span style=&amp;quot;color:#ff5555&amp;quot;&amp;gt;You Have Died!&amp;lt;/span&amp;gt; Press &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;;&amp;lt;/span&amp;gt; (semicolon) to respawn Or Press &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;Esc and 'q'&amp;lt;/span&amp;gt; to quit&amp;quot;. Mostly obsolete due to death screen.&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;'''death_scene_time'''&amp;lt;/code&amp;gt; [float] - Death screen delay (i.e. how long you get to see scattering fragments of your ship).&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''death_menu_script'''&amp;lt;/code&amp;gt; [string/file] - Python script to be executed after &amp;lt;code&amp;gt;'''death_scene_time'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If empty, show &amp;quot;died.sprite&amp;quot;, or if this fails, &amp;quot;died.spr&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Views ====&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;'''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_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;'''draw_cockpit_from_chase_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_panning_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Pan view. HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_target_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Target view. HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_padlock_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Padlock (Pan Inside) view (&amp;quot;Cockpit::ViewTarget&amp;quot; command). HUD-only cockpit doesn't add much without VDUs.&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;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). If used, the only differences are lack of crosshair and view slightly shifted down (as camera is on top of and behind the ship).&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;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Pan view.&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;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Target view.&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;'''draw_vdus_from_padlock_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Padlock view - same as Pan Inside (&amp;quot;Cockpit::ViewTarget&amp;quot; command).&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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== warp graphics ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''only_stretch_in_warp'''&amp;lt;/code&amp;gt; [boolean] - Don't stretch ship models if not in warp.&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;'''warp_stretch_cutoff'''&amp;lt;/code&amp;gt; [float] - Don't stretch ship models if below this velocity. Show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; when velocity raises above this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;500000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;'''warp_stretch_decel_cutoff'''&amp;lt;/code&amp;gt; [float] - Show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; when velocity drops below this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;500000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;'''warp_stretch_max_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&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;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt; [float] - Chooses a different warp stretch formula when velocity is above this.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;240000&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;'''warp_stretch_max'''&amp;lt;/code&amp;gt; [float] - Maximum stretch above &amp;lt;code&amp;gt;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;2&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;'''warp_stretch_region0_max'''&amp;lt;/code&amp;gt; [float] - Maximum stretch up to &amp;lt;code&amp;gt;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt;.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; [string/file] - Animation to show on passing velocity threshold &amp;lt;code&amp;gt;'''warp_stretch_cutoff'''&amp;lt;/code&amp;gt; (up) or &amp;lt;code&amp;gt;'''warp_stretch_decel_cutoff'''&amp;lt;/code&amp;gt; (down).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;warp.ani&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_ani_second_ahead'''&amp;lt;/code&amp;gt; [float] - How far ahead to show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; on acceleration.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_ani_second_ahead_end'''&amp;lt;/code&amp;gt; [float] - How far ahead to show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; on deceleration.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.03&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== startup ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''default_boot_message'''&amp;lt;/code&amp;gt; [string] - Boot message.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''initial_boot_message'''&amp;lt;/code&amp;gt; [string] - Falls back to this if &amp;lt;code&amp;gt;graphics/default_boot_message&amp;lt;/code&amp;gt; is empty.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;Loading...&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''splash_screen'''&amp;lt;/code&amp;gt; [string/file] - Splash screen collection .ani file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;vega_splash.ani&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''splash_audio'''&amp;lt;/code&amp;gt; [string/file] - Sound to play during splash screens.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''main_menu'''&amp;lt;/code&amp;gt; [boolean] - Whether to display the main menu upon boot. Single player game / Multiplayer game / Exit. Missions and thus custom main menu is loaded after that.&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;'''startup_cockpit_view'''&amp;lt;/code&amp;gt; [string] - The view chosen on start.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;front&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;view_target&amp;quot; | &amp;quot;back&amp;quot; | &amp;quot;chase&amp;quot;&amp;lt;/code&amp;gt; - other valid choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== miscellaneous ====&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;'''cockpit_shake'''&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;'''cockpit_shake_max'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;20&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_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;'''shake_limit'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''shake_magnitude'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cockpit_drift_limit'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cockpit_drift_amount'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;0.15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;0.05&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;'''cockpit_drift_ref_accel'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_magnitude'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;0.125&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_ref'''&amp;lt;/code&amp;gt; [float] - Clamped to &amp;gt;=1. {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&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;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - default reflection level, in range 0.0 - 1.0 (1.0 = very shiny)&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;'''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;'''high_quality_font'''&amp;lt;/code&amp;gt; [boolean] - Which font type to use for the HUD (hud.cpp). Standard setup depends on the video card choice.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  - uses stroke font&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; - uses bitmap font&lt;br /&gt;
* &amp;lt;code&amp;gt;'''show_stardate'''&amp;lt;/code&amp;gt; [boolean] - Shows star date in base computer and cargo manifest. &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; - shows star date.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - does not show star date.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''generic_cargo_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected cargo (upgrades). In degrees per second(?).&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;'''cargo_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected cargo (normal). In degrees per second(?).&lt;br /&gt;
** &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected generic cargo (pilot). In degrees per second(?).&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;'''cargo_rotates_at_same_speed'''&amp;lt;/code&amp;gt; [boolean] - {{FIXME}}&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;'''only_scanner_modes_static'''&amp;lt;/code&amp;gt; [boolean] - Static appearing on VDU when damaged is limited to modes Comm, TargetManifest, Target, Nav, View and Webcam.&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;'''draw_docking_boxes'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw docks.&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;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw nav symbol if the target is: a Neutral unit or asteroid or out of range or a celestial object with lights or a jump point (only when &amp;lt;code&amp;gt;'''draw_jump_target_nav_symbol'''&amp;lt;/code&amp;gt;=true). {{FIXME}} Does it even work now?&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;'''draw_jump_target_nav_symbol'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw nav symbol Does anything only if &amp;lt;code&amp;gt;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt;=true. {{FIXME}} Does it even work now?&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;'''lock_significant_target_box'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw lock-box around &amp;quot;significant&amp;quot; targets. Used in cases when &amp;lt;code&amp;gt;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt; isn't.&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; - Target boxes around stations are drawn normally.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Target boxes around stations are always &amp;quot;not locked&amp;quot; even if player's missiles are.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''nav_symbol_size'''&amp;lt;/code&amp;gt; [float] - Nav symbol size. {{FIXME}} Does it even work now?&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''locklight_time'''&amp;lt;/code&amp;gt; [float] - Time to light &amp;quot;Lock&amp;quot; and &amp;quot;Missile Lock&amp;quot; gauges.&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;'''damage_flash_length'''&amp;lt;/code&amp;gt; [float] - Damage flash time.&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;'''flash_behind_hud'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw the damage flash behind or before HUD.&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;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt; [boolean] - Currently a duplicate, use the one in &amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt; instead.&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; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&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;'''UnitSwitchCockpitChange'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;SwitchControl&amp;lt;/small&amp;gt; command changes the cockpit (to appropriate for the new unit, if  &amp;lt;code&amp;gt;'''SwitchCockpitToDefaultOnUnitSwitch'''&amp;lt;/code&amp;gt; is &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;&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;'''SwitchCockpitToDefaultOnUnitSwitch'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;SwitchControl&amp;lt;/small&amp;gt; command changes the cockpit to default.&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;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;'''comm_static'''&amp;lt;/code&amp;gt; [string/file] - Comm static .ani file.&lt;br /&gt;
** &amp;lt;code&amp;gt;static.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;'''can_target_sun'''&amp;lt;/code&amp;gt; [boolean] - Whether stars can be targetted. They don't appear in lists, so only with Pick Target.&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;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;'''can_target_asteroid'''&amp;lt;/code&amp;gt; [boolean] - Whether asteroids can be targetted.&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;'''can_target_cargo'''&amp;lt;/code&amp;gt; [boolean] - Whether cargo can be targetted as units.&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;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;'' Nothing in SVN code.&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;
* &amp;lt;code&amp;gt;'''smooth_lines'''&amp;lt;/code&amp;gt; [boolean] - Whether to smooth while drawing lines.&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;'''smooth_points'''&amp;lt;/code&amp;gt; [boolean] - Whether to smooth while drawing points.&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;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarRange'''&amp;lt;/code&amp;gt;  [float] - Default radar range.&lt;br /&gt;
** &amp;lt;code&amp;gt;20000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;30000000000&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;'''radarType'''&amp;lt;/code&amp;gt; [string] {{Fixme}} - It was completely disabled lately.&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;'''display_warp_energy_if_no_jump_drive'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;WARPENERGY&amp;lt;/small&amp;gt; gauge should be displayed when the ship has no jump drive.&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;'''display_relative_velocity'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;KPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;SETKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXCOMBATKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXCOMBATABKPS&amp;lt;/small&amp;gt; gauges show relative velocity.&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;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [boolean] - 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;'''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  (&amp;quot;Cockpit::Behind&amp;quot; command, 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;'''crosshairs_on_chasecam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw crosshairs in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). Note that crosshairs are noticeably displaced.&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;'''crosshairs_on_padlock'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw crosshairs in Padlock (Pan Inside) view (&amp;quot;Cockpit::ViewTarget&amp;quot; command). {{Fixme}} In the current form, not very useful, since by definition it's centered on the target - and drags crosshairs with it, instead of using them to indicate course and weapons' aim.&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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line (from the target to its ITTS marker).&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;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. {{FIXME}} Currently starts at the selected target's center and extends toward some fixed point. Allows drawLineToTargetsTarget.&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;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your target and its target, if  &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; is enabled. {{FIXME}} Currently does the same as drawLineToTarget.&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;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [boolean] - Does not seem to work (on 7th March 2004). {{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;
* &amp;lt;code&amp;gt;'''text_background_alpha'''&amp;lt;/code&amp;gt; [float] - Sets the opacity of text on the hud display&lt;br /&gt;
** &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; - any positive value between 0.0 (complete transparency) and 1.0 (no trasparency)&lt;br /&gt;
** &amp;lt;code&amp;gt;0.0625&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NavCrossLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of navigation symbols.&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;'''no_auto_light_below'''&amp;lt;/code&amp;gt;  [float] - Don't light &amp;lt;small&amp;gt;AUTOPILOT&amp;lt;/small&amp;gt; gauge if closer than this.&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&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_rendered_crosshairs'''&amp;lt;/code&amp;gt; - Currently duplicated in &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;, but this one overrides.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&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_rendered_crosshairs'''&amp;lt;/code&amp;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;'''debug_position'''&amp;lt;/code&amp;gt; [boolean] - Prints data about the player's ship and target position and velocity.&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;'''draw_weapon_sprite'''&amp;lt;/code&amp;gt; [boolean] - Draw mount locations (in cylindrical projection), over the ship's picture on VDU.&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;
==== Target Boxes ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''BoxLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of target boxes.&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;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt; [boolean] - 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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display.&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;'''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;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt; [boolean] - Display every unit (but not planets / jumps) in boxes.&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; - Only selected target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt; [float] - Minimum target box size.&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;&lt;br /&gt;
&lt;br /&gt;
==== Tactical Target Box ====&lt;br /&gt;
It's drawn on the player's flightgroup target, as given by orders &amp;quot;Defend my target&amp;quot;/&amp;quot;Attack my target&amp;quot;. Or &amp;quot;Form Up&amp;quot;, if you switch ships and look at the one which gave the order.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTacticalTarget'''&amp;lt;/code&amp;gt; [boolean] -  {{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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetThickness'''&amp;lt;/code&amp;gt;  [float] - Line thickness.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetFoci'''&amp;lt;/code&amp;gt;  [float] - How far out middle point of X-lines are.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; centered at the target box's corners.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetLength'''&amp;lt;/code&amp;gt;  [float] - X-lines length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== lock: common ====&lt;br /&gt;
All sizes are relative to the target box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of locking diamond.&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;'''min_lock_box_size'''&amp;lt;/code&amp;gt; [float] - Minimum lock target box size.&lt;br /&gt;
** &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MaxMissileBracketSize'''&amp;lt;/code&amp;gt; [float] - Maximum locking reticle size.&lt;br /&gt;
** &amp;lt;code&amp;gt;2.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MinMissileBracketSize'''&amp;lt;/code&amp;gt; [float] - Minimum locking reticle size.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketSize'''&amp;lt;/code&amp;gt; [float] - Locking reticle brackets (corners/T-arrows) size.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.58&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''LockCenterCrosshair'''&amp;lt;/code&amp;gt; [boolean] - Locking reticle is with the converging crosshair.&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; - Rotating corners converge on the target box, diamond.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Crosshair T-arrows on 4 sides of the target box and stay there.&lt;br /&gt;
&lt;br /&gt;
==== lock reticle: diamond, corners ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondSize'''&amp;lt;/code&amp;gt; [float] - Locking diamond size.&lt;br /&gt;
** &amp;lt;code&amp;gt;2.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondRotationSpeed'''&amp;lt;/code&amp;gt; [float] - Locking diamond rotation.&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;'''LockConfirmLineLength'''&amp;lt;/code&amp;gt;  [float] - Length of the side lines on confirmed lock.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== lock reticle: crosshair arrows ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketWidth'''&amp;lt;/code&amp;gt; [float] - Width of sides for T-arrows.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketInner'''&amp;lt;/code&amp;gt; [boolean] - &amp;quot;T&amp;quot; crossline is on the inner side of converging crosshair reticle.&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;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Sound'''&amp;lt;/code&amp;gt; [boolean] - Sound on.&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;'''Volume'''&amp;lt;/code&amp;gt; [float] - Default volume.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Music'''&amp;lt;/code&amp;gt; [boolean] - Music on.&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;'''music_layers'''&amp;lt;/code&amp;gt; [integer] - Layers.&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;'''music_volume'''&amp;lt;/code&amp;gt; [float] - Default volume.&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;'''music_volume_up_latency'''&amp;lt;/code&amp;gt; [float] - Volume up latency.&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_volume_down_latency'''&amp;lt;/code&amp;gt; [float] - Volume down latency.&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;'''music_muting_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade-out.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_muting_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade-in. {{FIXME}} Should have a separate variable, of course.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_fadein'''&amp;lt;/code&amp;gt; [float] - Fade in. (sound server)&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;'''music_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade out. (sound server)&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;'''cross_fade_music'''&amp;lt;/code&amp;gt; [boolean] - Cross-fading on track change.&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;'''pierce_firewall'''&amp;lt;/code&amp;gt; [boolean] - Sound server pipes.&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;'''frequency'''&amp;lt;/code&amp;gt; [integer] - Sampling frequency.&lt;br /&gt;
** &amp;lt;code&amp;gt;48000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MaxSingleSounds'''&amp;lt;/code&amp;gt; [integer] - Number of channels.&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;'''MaxTotalSounds'''&amp;lt;/code&amp;gt; [integer] - Number of channels.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''sound_gain'''&amp;lt;/code&amp;gt; [float] - Default sound gain.&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Positional'''&amp;lt;/code&amp;gt; [boolean] - Positional sound.&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;'''Doppler'''&amp;lt;/code&amp;gt; [boolean] - Doppler effect.&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;'''DopplerScale'''&amp;lt;/code&amp;gt; [float] - Doppler effect scaling.&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; {{FIXME}}&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; in different places&lt;br /&gt;
&lt;br /&gt;
===context music===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''newssong'''&amp;lt;/code&amp;gt; [string/file] - News (base computer) tune.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/news1.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''missionvictorysong'''&amp;lt;/code&amp;gt; [string/file] - Mission accomplished.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/victory.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loading_sound'''&amp;lt;/code&amp;gt; [string/file] - Loading tune.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/loading.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cache_songs'''&amp;lt;/code&amp;gt; [string/file] - Default pre-cached track. {{FIXME}}&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/land.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''battleplaylist''', '''peaceplaylist''', '''panicplaylist''', '''victoryplaylist''', '''lossplaylist'''&amp;lt;/code&amp;gt; [string/file] - The background music playlists for contexts.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;battle.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;peace.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;panic.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;victory.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;loss.m3u&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shuffle_songs'''&amp;lt;/code&amp;gt; [boolean] - Randomize playlists.&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;'''shuffle_songs.history_depth'''&amp;lt;/code&amp;gt; [float] - Shuffling parameter.&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;'''shuffle_songs.clear_history_on_list_change'''&amp;lt;/code&amp;gt; [boolean] - Shuffling parameter.&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;'''dj_script'''&amp;lt;/code&amp;gt; [string/file] - Python script.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;modules/dj.py&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===event sounds===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_ref_distance'''&amp;lt;/code&amp;gt; [float] - Base distance to sound sources.&lt;br /&gt;
** &amp;lt;code&amp;gt;4000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_max_distance'''&amp;lt;/code&amp;gt; [float] - Maximum distance to sound sources.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_cutoff_distance'''&amp;lt;/code&amp;gt; [float] - Maximum range of sound events.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''high_quality_weapon'''&amp;lt;/code&amp;gt; [boolean] - Weapon sounds are processed separately and don't drown each other, for the player's ship, when in cockpit.&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;'''ai_high_quality_weapon'''&amp;lt;/code&amp;gt; [boolean] - Weapon sounds are processed separately and don't drown each other, for NPC units.&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;'''ai_sound'''&amp;lt;/code&amp;gt; [boolean] - NPC units sound.&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;'''max_range_to_hear_weapon_fire'''&amp;lt;/code&amp;gt; [float] - Maximum distance for weapon sounds.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gain'''&amp;lt;/code&amp;gt; [float] - Weapon sounds gain, for the player's ship, when in cockpit.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''exterior_weapon_gain'''&amp;lt;/code&amp;gt; [float] - Weapon sounds gain.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''min_weapon_sound_refire'''&amp;lt;/code&amp;gt; [float] - Weapon sounds repeating period low cap.&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;'''explosion_closeness'''&amp;lt;/code&amp;gt; [float] - {{FIXME}}&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''automatic_docking_zone'''&amp;lt;/code&amp;gt; [string/file] - Auto landing. It's played as a positioned event unlike the rest of landing sounds in &amp;lt;code&amp;gt;cockpitaudio/&amp;lt;/code&amp;gt; section which are queried as cockpit sounds. {{Fixme}} Currently played with probability 0.5 instead of &amp;lt;code&amp;gt;cockpitaudio/docking_complete&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;automatic_landing_zone.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''damage_factor_for_sound'''&amp;lt;/code&amp;gt; [float] - How much of damage to armor should be done to make a sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''buzzing_needs_afterburner'''&amp;lt;/code&amp;gt; [boolean] - Engine sound: with afterburner only / always.&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;'''afterburner_gain'''&amp;lt;/code&amp;gt; [float] - Engine sound gain.&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;'''buzzing_time'''&amp;lt;/code&amp;gt; [float] - Buzzing-by period.&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;'''buzzing_distance'''&amp;lt;/code&amp;gt; [float] - Buzzing-by distance. If another unit flies closer than this, a buzz is produced.&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;
{{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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_tractor_cargo'''&amp;lt;/code&amp;gt; [string/file] - Play when cargo is tractored in by the ship.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;tractor_onboard.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_tractor_cargo_fromturret'''&amp;lt;/code&amp;gt; [string/file] - Played when cargo is tractored in by the ship's subunit.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;tractor_onboard.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jumpleave'''&amp;lt;/code&amp;gt; [string/file] - Played when jumping.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jumparrive'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_armor_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;bigarmor.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_hull_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;bigarmor.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_shield_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;shieldhit.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_afterburner'''&amp;lt;/code&amp;gt; [string/file] - Afterburner buzz sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx10.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking'''&amp;lt;/code&amp;gt; [string/file] - Locking-in-progress sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locking.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_torp'''&amp;lt;/code&amp;gt; [string/file] - The same, but for weapons with &amp;quot;SPECIALMISSILE&amp;quot; mount flag.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locking.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_trumps_music'''&amp;lt;/code&amp;gt; [boolean] - Mutes music. With comment &amp;quot;//enables spiffy wc2 torpedo music, default to normal though&amp;quot;.&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;'''locking_torp_trumps_music'''&amp;lt;/code&amp;gt; [boolean] - Again, the same for weapons with &amp;quot;SPECIALMISSILE&amp;quot; mount flag.&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;'''locked'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locked.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== default unit sounds ====&lt;br /&gt;
Default values for Sound column in units.csv or XML unit file. {{FIXME}} There are obvious flaws in current &amp;lt;code&amp;gt;unit_xml.cpp&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unit_csv.cpp&amp;lt;/code&amp;gt;, from multi-purpose variables to names discrepancy, to absent default files.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx09.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; shieldhit&lt;br /&gt;
* &amp;lt;code&amp;gt;'''armor'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx08.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; armorhit&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx08.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; hullhit&lt;br /&gt;
* &amp;lt;code&amp;gt;'''explode'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; jump&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;explosion.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; explode&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cloak'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; cloak&lt;br /&gt;
* &amp;lt;code&amp;gt;'''afterburner'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx10.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; engine&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_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;
&lt;br /&gt;
=== startup ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pitch'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&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;'''roll'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&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;'''yaw'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&lt;br /&gt;
** =&amp;lt;code&amp;gt;'''roll'''&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''galaxy'''&amp;lt;/code&amp;gt; [string/file] - Game universe, galaxy definition file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;milky_way.xml&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''default_mission'''&amp;lt;/code&amp;gt; [string/file] - Default mission pathname.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;test/test1.mission&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;main_menu.mission&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''load_last_savegame'''&amp;lt;/code&amp;gt; [boolean] - Loads the savegame on start. Single-player only.&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;
=== simulation data ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''deleteoldsystems'''&amp;lt;/code&amp;gt; [boolean] - Whether garbage collector should remove generated data for less-recent systems.&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;
** In default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; turned off for the highest performance settings.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''numoldsystems'''&amp;lt;/code&amp;gt; [unsigned integer] - For how many systems generated data should be retained. If &amp;lt;code&amp;gt;'''deleteoldsystems'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, in the list of systems sorted by recency anything past this number is [https://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/vegastrike/src/universe.cpp#l300 purged by garbage collector]. As such, it should not be set to a lesser value than [[Manual:Config:Advanced:Variables#.22physics.22_section|&amp;lt;code&amp;gt;physics/NumRunningSystems&amp;lt;/code&amp;gt;]]. Not used in any other way. &lt;br /&gt;
** &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** In default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; varies from 2 to 8 to unset (variants where &amp;lt;code&amp;gt;'''deleteoldsystems'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; anyway), depending on performance settings.&lt;br /&gt;
&lt;br /&gt;
=== miscellanneous ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''remove_impossible_downgrades'''&amp;lt;/code&amp;gt; [boolean] - {{FIXME}}&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;'''PercentageSpeedChangeToFaultSearch'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Related to minimum course deviation to scramble cargo manifest.&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;'''dockingtime'''&amp;lt;/code&amp;gt; [float] - How long the landing clearance stays.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''fuel_docking_fee'''&amp;lt;/code&amp;gt; [float] - If a ship is refueled due to &amp;lt;code&amp;gt;physics/'''MinimumWarpCapToRefuelDockeesAutomatically'''&amp;lt;/code&amp;gt;, take this much credits.&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;'''docking_fee'''&amp;lt;/code&amp;gt; [float] - Take this much credits upon landing.&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== communication ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''CommResponseTime'''&amp;lt;/code&amp;gt; [float] - An average time of communication message processing.&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;&amp;gt; 0.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(enforced minimum)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''talking_faster_helps'''&amp;lt;/code&amp;gt; [boolean]&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; - Spamming messages helps to adjust relations.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Unit will not react if it did not answer previous messages.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''talk_relation_factor'''&amp;lt;/code&amp;gt; [float] - The multiplier for relation adjustments from communications.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''can_dock_to_enemy_base'''&amp;lt;/code&amp;gt; [boolean] - Allows docking to bases even if below &amp;lt;code&amp;gt;min_docking_relationship&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_docking_relationship'''&amp;lt;/code&amp;gt; [float] - Can't dock if the receiving ship's relation with visitor is worse than this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;-.002&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DockedToScript'''&amp;lt;/code&amp;gt; [string/file] - Python script executed every time an unit docks, with the docking ship as &amp;lt;small&amp;gt;ScratchUnit&amp;lt;/small&amp;gt; and the base as its target.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dock_to_area'''&amp;lt;/code&amp;gt; [boolean] - Docking doesn't fail.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts actually perform depends on these parameters.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt; [boolean] - Hardcoded AI scripts are allowed to use afterburner for most basic maneuvers.&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;'''use_afterburner_to_follow'''&amp;lt;/code&amp;gt; - Hardcoded AI scripts are allowed to use afterburner to approach the target in maneuvers such as ''&amp;lt;code&amp;gt;AfterburnTurnTowards[ITTS]&amp;lt;/code&amp;gt;''. The afterburner should be also allowed in &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt; for sub-maneuvers.&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;'''use_afterburner_to_run'''&amp;lt;/code&amp;gt; - Hardcoded AI scripts are allowed to use afterburner to run away via &amp;lt;code&amp;gt;AfterburnTurnAway&amp;lt;/code&amp;gt; maneuver. {{FIXME}} Currently seems to be defunct: will try to afterburn anyway if the afterburner is allowed by &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt;, but uses an order that will not afterburn if prohibited by &amp;lt;code&amp;gt;'''use_afterburner'''&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''evasion_angle'''&amp;lt;/code&amp;gt; [float] - The angle AI turns while evading, via &amp;lt;code&amp;gt;EvadeWavy&amp;lt;/code&amp;gt; maneuver.&lt;br /&gt;
** &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_distance'''&amp;lt;/code&amp;gt; [float] - The common multiplier for distances (also proportional to the sum of the unit's and target's sizes) in &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt; orders.&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;'''loop_around_destination_distance'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;20.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_destination_vertical'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_destination_lateral'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_range_percent_ok'''&amp;lt;/code&amp;gt; [float] - Multiplier to the gun range affecting the preferred distance for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FacePerpendicular&amp;lt;/code&amp;gt;. &lt;br /&gt;
** &amp;lt;code&amp;gt;0.66&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_pursuit_velocity_percent'''&amp;lt;/code&amp;gt; [float] - Velocity adjustment rate for orders &amp;lt;code&amp;gt;LoopAround&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FacePerpendicular&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''roll_order_duration'''&amp;lt;/code&amp;gt; [float] - Duration of steering to the max done by the orders &amp;lt;code&amp;gt;RollLeftHard&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;RollRightHard&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== relations ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''kill_factor'''&amp;lt;/code&amp;gt; [float] - How much relations with a faction is affected by killing their units.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''friend_factor'''&amp;lt;/code&amp;gt; [float] - How much relations with a faction is affected by killing other units (proportional to their relations).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SPEC autopilot ====&lt;br /&gt;
A lot of thing may happen when the player presses &amp;quot;ASAP&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_cone'''&amp;lt;/code&amp;gt; [float] (dot product) - How close the ship should be aimed to the destination's direction to engage SPEC.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_energy_to_enter_warp'''&amp;lt;/code&amp;gt; [float] (warp cap units) - Minimum of warp capacitor energy at which ship will engage SPEC when traveling to a destination.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.33&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''match_velocity_of_pursuant'''&amp;lt;/code&amp;gt; [boolean] - Whether trying to engage SPEC autopilot will double as a command to match speed.&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;'''match_velocity_cone'''&amp;lt;/code&amp;gt; [float] (dot product) - How far the ship should be aimed from the destination's direction to try and match velocity under &amp;lt;code&amp;gt;match_velocity_of_pursuant&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;-0.8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''too_close_for_warp_tactic'''&amp;lt;/code&amp;gt; [float] (m) - How far the target should be to warrant trying warp - the hard limit. {{FIXME}} Except it's broken and &amp;lt;code&amp;gt;too_close_for_warp_in_formation&amp;lt;/code&amp;gt; is mostly used instead whether it should be or not.&lt;br /&gt;
** &amp;lt;code&amp;gt;13000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''too_close_for_warp_in_formation'''&amp;lt;/code&amp;gt; [float] (m) - How far the target should be to warrant trying warp when pursuing a ship - the hard limit.&lt;br /&gt;
** &amp;lt;code&amp;gt;1500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_allowable_travel_time'''&amp;lt;/code&amp;gt; [float] (s) - Used to determine whether it's worth warping to. If the distance to the destination can be covered in this many seconds on the ship's maximum combat speed, it's not worth warping. If it can't be reached in 5x this time, it is worth warping. In between, SPEC will not be engaged if it's so close that there will be no time to ramp it down (check &amp;lt;code&amp;gt;autopilot_ramp_warp_down&amp;lt;/code&amp;gt; and compare warp travel time with &amp;lt;code&amp;gt;warprampdowntime&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== contraband ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ContrabandMadness'''&amp;lt;/code&amp;gt; [int] - How much AI get mad at smugglers, as an equivalent of hitting them this many times.&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;'''num_contraband_scans_per_search'''&amp;lt;/code&amp;gt; [float] - the number of cargo entries checked for contraband.&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;'''PercentageSpeedChangeToStopSearch'''&amp;lt;/code&amp;gt; [float] - relative change in velocity foiling the search (and annoying the patrol).&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;'''max_faction_contraband_relation'''&amp;lt;/code&amp;gt; [float] - When contraband is detected, if relation with the patrol's faction drops to this value if it was better.&lt;br /&gt;
** &amp;lt;code&amp;gt;-.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''faction_contraband_relation_adjust'''&amp;lt;/code&amp;gt; [float] - When contraband is detected, relation with the patrol's faction worse than &amp;lt;code&amp;gt;max_faction_contraband_relation&amp;lt;/code&amp;gt; get this adjustment.&lt;br /&gt;
** &amp;lt;code&amp;gt;-.025&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== miscellaneous ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dockOnLoad'''&amp;lt;/code&amp;gt; [boolean] - Whether the player's ship is docked upon loading. No efffect in network game.&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;'''eject_attacks'''&amp;lt;/code&amp;gt; [boolean] - Whether ejected pilots has aggresive AI.&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;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''EscortDistance'''&amp;lt;/code&amp;gt; [float] - The base distance from the leader unit AI will try to reach while executing &amp;quot;form on my wing&amp;quot; and &amp;quot;prepare for tractoring&amp;quot; orders: this value times the sum of leader's and unit's sizes.&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;'''TurnLeaderDist'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Another distance multiplier used to execute &amp;quot;form on my wing&amp;quot;, &amp;quot;prepare for tractoring&amp;quot; and &amp;quot;pick up an ejected pilot&amp;quot; orders.&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;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MissileProbability'''&amp;lt;/code&amp;gt; [float] - How likely AI is to fire a missile, if it's already locked. Appliable to turrets as well.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Aggressivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TurretDotCutoff'''&amp;lt;/code&amp;gt; [float] - How much the turret should be turned toward the target to make an attack decision. The dot product of a turret's normal (or it seems so) and the vector to a target is compared to this value, hence the name.&lt;br /&gt;
** &amp;lt;code&amp;gt;.4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''InWeaponRange'''&amp;lt;/code&amp;gt; [float] - How close relative to a weapon's range the target should be to make an attack decision.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.2&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;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''filter_expensive_cargo'''&amp;lt;/code&amp;gt; [boolean] - Filter from the upgrades list all cargo too expensive to buy.&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;'''min_cargo_price'''&amp;lt;/code&amp;gt; [float] - Absolute minimum value of cargo.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_price_quant_adj'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''min_price_quant_adj'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''price_quant_adj_power'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''price_recenter_factor'''&amp;lt;/code&amp;gt; [float] - Weight for averaging random prices. With 0 random deviation is full, with 1 it will be halved, etc.&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; - Cargo Price = Basic price&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;master_part_list.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt; * (price&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt; - pricestddev&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt;) + 2*(0..1)*pricestddev&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt;  {{Fixme}} - which is wrong.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''space_junk_price'''&amp;lt;/code&amp;gt; [float] - Default price for &amp;quot;Space junk&amp;quot;.&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;'''news_from_cargolist'''&amp;lt;/code&amp;gt; [boolean] - Generate news from mission list as opposed to saved games. Disabled in network games.&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== autopilot and teleport ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ai_pilot_when_in_turret'''&amp;lt;/code&amp;gt; [boolean] - Switching to turret will let AI pilot the ship, just like switching to another ship does.&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;'''autopilot_terminate'''&amp;lt;/code&amp;gt; [boolean] - Autopilot stops at a distance from the destination defined in &amp;lt;code&amp;gt;'''auto_pilot_termination_distance'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;'''auto_pilot_termination_distance_enemy'''&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''auto_pilot_termination_distance'''&amp;lt;/code&amp;gt; [float] - Distance to the destination. It takes into account the closest docking port (if any), which for planets adds &amp;lt;code&amp;gt;'''planet_port_min_size'''&amp;lt;/code&amp;gt;*radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;6000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''auto_pilot_termination_distance_enemy'''&amp;lt;/code&amp;gt; [float]&lt;br /&gt;
** &amp;lt;code&amp;gt;24000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; {{Fixme}} &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; for autopilot. Used if the destination targets the unit&lt;br /&gt;
** =&amp;lt;code&amp;gt;auto_pilot_termination_distance&amp;lt;/code&amp;gt; {{Fixme}} &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; for insystem jumps. Seriously, it's defined through another variable.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''can_auto_through_planets'''&amp;lt;/code&amp;gt; [boolean] - Used only if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''teleport_autopilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;false&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; [float] - Multiplier for basic jump energy (&amp;lt;code&amp;gt;x 100 MJ&amp;lt;/code&amp;gt;), if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Also, the measure of SPEC drive power (this much energy is expended in )&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; [boolean] - Whether local teleport is allowed.&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;'''teleport_autopilot'''&amp;lt;/code&amp;gt; [boolean] - Teleport, used only if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&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;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;'''friendly_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''neutral_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&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;'''hostile_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_asteroid_distance'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;-100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SPEC ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed equals &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; (default 0.1) &amp;lt;code&amp;gt;x 100 MJ&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''fuel_equals_warp'''&amp;lt;/code&amp;gt; [boolean] - Whether warpenergy = fuel. Internally named &amp;quot;WCfuelhack&amp;quot;.&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;'''warpMaxEfVel'''&amp;lt;/code&amp;gt; [float] - Maximum velocity with SPEC.&lt;br /&gt;
** &amp;lt;code&amp;gt;2960881320&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;29202510832.6&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpMultiplierMin'''&amp;lt;/code&amp;gt; [float] - Minimum warp speed multiplier. Multiplied by the ship's Warp_Min_Multiplier value.&lt;br /&gt;
** &amp;lt;code&amp;gt;9.86960440109&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpMultiplierMax'''&amp;lt;/code&amp;gt; [float] - Maximum warp speed multiplier. Multiplied by the ship's Warp_Max_Multiplier value.&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autopilot_ramp_warp_down'''&amp;lt;/code&amp;gt; [boolean] - Whether autopilot should consider ramp down time.&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;'''warprampuptime'''&amp;lt;/code&amp;gt; [float] - Time to change warp multiplier from 1.0 to maximum possible at this location when SPEC is activated.&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;'''computerwarprampuptime'''&amp;lt;/code&amp;gt; [float] - As &amp;lt;code&amp;gt;physics/warprampuptime&amp;lt;/code&amp;gt;, but for non-player units.&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;'''warprampdowntime'''&amp;lt;/code&amp;gt; [float] - Time to change warp multiplier from maximum possible at this location down to 1.0 when SPEC is deactivated.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''minwarpeffectsize'''&amp;lt;/code&amp;gt; [float] - Minimum size of the other objects for warp interdiction purpose (everything is considered having radial size no less than this).&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxwarpeffectsize'''&amp;lt;/code&amp;gt; [float] - Maximum size of the other objects for warp interdiction purpose (everything is considered having radial size no more than this).&lt;br /&gt;
** &amp;lt;code&amp;gt;10000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;3000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpcurvedegree'''&amp;lt;/code&amp;gt; [float] - Warp interdiction effect between &amp;lt;code&amp;gt;warpregion0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;warpregion1&amp;lt;/code&amp;gt; is proportional to distance to the object in this power.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpregion0'''&amp;lt;/code&amp;gt; [float] - The distance (counted from radial size - real or &amp;lt;code&amp;gt;minwarpeffectsize&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;maxwarpeffectsize&amp;lt;/code&amp;gt;) at which warp multiplier equals 1.0 - i.e. absolute no-warp range.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpregion1'''&amp;lt;/code&amp;gt; [float] - The sample point value - distance at which warp multiplier equals &amp;lt;code&amp;gt;warpcruisemult&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default, default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpcruisemult'''&amp;lt;/code&amp;gt; [float] - The sample point value - warp multiplier limit at the distance of &amp;lt;code&amp;gt;warpregion1&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;15000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_energy_multiplier'''&amp;lt;/code&amp;gt; [float] - Rate of reactor to warp capacitor energy scales.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.12&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''undock_turn_away'''&amp;lt;/code&amp;gt; [boolean] - Whether a ship is turned away from the host unit when it undocks, ''along the line between their centers'' (!). Setting this to &amp;quot;false&amp;quot; helps in case of consistent death-by-collision on undocking (such as while flying big ships).&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;'''MinimumWarpCapToRefuelDockeesAutomatically'''&amp;lt;/code&amp;gt; [float] - An unit with warp capacitance of this value or more refills warp capacitor of a ship docksing to it. With a few extra conditions. If &amp;lt;code&amp;gt;physics/'''fuel_equals_warp'''&amp;lt;/code&amp;gt; (a.k.a. WCfuelhack), will refill fuel instead. Also, will take &amp;lt;code&amp;gt;general/'''fuel_docking_fee'''&amp;lt;/code&amp;gt; Cr for this. Comment: &amp;quot;//BUCO! This needs its own units.csv column to see how much we refill!&amp;quot;&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;'''docking_time'''&amp;lt;/code&amp;gt; [float] - Timer for docking operations. {{Fixme}}&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;'''un_docking_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dock_with_clear_planets'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''unit_collision_docks'''&amp;lt;/code&amp;gt; [boolean] -  Collision of player's ship with a base docks the ship without damage.&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;'''only_hangar_collision_docks'''&amp;lt;/code&amp;gt; [boolean] - Only the base's dock areas work in &amp;lt;code&amp;gt;'''unit_collision_docks'''&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;
==== auto-docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingExcludeList'''&amp;lt;/code&amp;gt; [string] - Won't perform auto-landing on units with this in their names. List separated with spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingExcludeWarningList'''&amp;lt;/code&amp;gt; [string] - Will warn when approach within &amp;lt;code&amp;gt;'''AutoLandingWarningDistance'''&amp;lt;/code&amp;gt; of units with this in their names. List separated with spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingDockDistance'''&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;'''AutoLandingWarningDistance'''&amp;lt;/code&amp;gt; [float] - Units tells &amp;lt;code&amp;gt;graphics/automatic_landing_zone_warning_text&amp;lt;/code&amp;gt; to a ship approaching within the distance if they are not excluded.&lt;br /&gt;
** &amp;lt;code&amp;gt;350&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingMoveDistance'''&amp;lt;/code&amp;gt; [float] - Unit is moved this far if trying to auto-dock after warnings.&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;'''AutoLandingDisplaceDistance'''&amp;lt;/code&amp;gt; [float] - Capture zone of auto-landing ports.&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;'''unit_default_autodock_radius'''&amp;lt;/code&amp;gt; [float] - The unit radius for auto-docking. If a planet, its radius is unsed instead.&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;'''use_unit_autodock_radius'''&amp;lt;/code&amp;gt; [boolean] - Whether to add the unit's radius to &amp;lt;code&amp;gt;'''unit_default_autodock_radius'''&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;
==== collisions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cargo_deals_collide_damage'''&amp;lt;/code&amp;gt; [boolean] - Whether moving cargo containers are dangerous. When tractors are used, it should be picked up before collision anyway, just like ships.&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;'''collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;10000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_angle'''&amp;lt;/code&amp;gt; [float] - Angle (degrees) where &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; applies. &lt;br /&gt;
** &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} In &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_angle'''&amp;lt;/code&amp;gt; cone, applied instead of &amp;lt;code&amp;gt;'''collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt;, if greater.&lt;br /&gt;
** &amp;lt;code&amp;gt;200000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - Collision panic time: a ship tries to match velocity and un-ram if collided with another unit, overriding the flight computer but not manual thrust. Also, lights &amp;quot;Collision&amp;quot; gauge in cockpit.&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;'''collisionDamageToAI'''&amp;lt;/code&amp;gt; [boolean] - Whether the damage applies at all if neither colliding unit is player ship or a missile. Comment: //HACK: Stupid AI ships always crash into each other.&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;'''inelastic_scale'''&amp;lt;/code&amp;gt; [float] - How elastic unit-unit collisions are. With 0 units will stick and suffer maximum damage, with 1 units will bounce and take no damage.&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;'''maxCollisionForceMultiplier'''&amp;lt;/code&amp;gt; [float] - How hard collisions move a ship. //value, in seconds of desired maximum recovery time&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;'''maxCollisionTorqueMultiplier'''&amp;lt;/code&amp;gt; [float] - How hard collisions turn a ship. //value, in seconds of desired maximum recovery time&lt;br /&gt;
** &amp;lt;code&amp;gt;0.67&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''minimum_time_between_recorded_player_collisions'''&amp;lt;/code&amp;gt; [float] - Prevents uncontrollable bouncing for player. Changes only torque/force effect, but not elastic rebound or damage.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''no_unit_collisions'''&amp;lt;/code&amp;gt; [boolean] - Units are not checked for collision, just like killed units.&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;'''smallest_subunit_to_collide'''&amp;lt;/code&amp;gt; [float] - The smallest subunit radial size to check for collision.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''sphere_collision'''&amp;lt;/code&amp;gt; [boolean] - Whether units' ray collision checks (collision with ray / bolt) are simplified by skipping extra collision trees when the sphere is not hit. {{Fixme}} This can miss things like subunits sticking out.&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;'''collision_damage_scale'''&amp;lt;/code&amp;gt; [float] - Scaling damage from collisions.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== ejected cargo and pilots ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cargo_live_time'''&amp;lt;/code&amp;gt; [float] - Cargo containers' autonomy time.&lt;br /&gt;
** &amp;lt;code&amp;gt;600&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_cargo_speed'''&amp;lt;/code&amp;gt; [float] - Ejection speed multiplier.&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;'''eject_distance'''&amp;lt;/code&amp;gt; [float] - How far cargo and pilots spawn if ejected from the ship with dock.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_live_time'''&amp;lt;/code&amp;gt; [float] - How much time ejected pilots have.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default - server)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;200&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default - not server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_cargo_mass'''&amp;lt;/code&amp;gt; [boolean] - Ship mass properly inreases when cargo is added and decreases when cargo is removed.&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;
&lt;br /&gt;
==== killed units ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''debris_time'''&amp;lt;/code&amp;gt; [float] - Lifetime of debris from exploding units.&lt;br /&gt;
** &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_cargo_on_blowup'''&amp;lt;/code&amp;gt; [float] - Part of cargo ejected from exploding units. {{Fixme}} Should do nothing if 0, but the cargo appears anyway. Possibly drops upgrades listed in cargo.&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;'''explosion_damage_center'''&amp;lt;/code&amp;gt; [float] - Scaling multiplier for damage radius of exploding units.&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;'''eject_cargo_percent'''&amp;lt;/code&amp;gt; [float] [0..1] - Probability of a cargo item being dropped on kill. Not actually %.&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;'''max_dumped_cargo'''&amp;lt;/code&amp;gt; [integer] - Maximum cargo items dropped on kill.&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hull_damage_to_eject'''&amp;lt;/code&amp;gt; [float] - Damage (negative, i.e. overkill value) preventing pilot auto-ejection.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autoeject_percent'''&amp;lt;/code&amp;gt; [float] [0..1] - Probability of pilot auto-ejection on kill. Not actually %.&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;'''player_autoeject'''&amp;lt;/code&amp;gt; [boolean] - Whether pilot auto-ejection works on player ships.&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;
&lt;br /&gt;
==== radars ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autotracking'''&amp;lt;/code&amp;gt; [float] - Default tracking cone.&lt;br /&gt;
** &amp;lt;code&amp;gt;.93&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''lock_cone'''&amp;lt;/code&amp;gt; [float] - Default locking cone.&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;'''use_upgrade_template_maxrange'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''capship_size'''&amp;lt;/code&amp;gt; [float] - Ships (but not bases) below this size are not detected beyond the radar range.&lt;br /&gt;
** &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== shields ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shields_in_spec'''&amp;lt;/code&amp;gt; [boolean] - Whether shields work in SPEC normally.&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;'''shield_energy_capacitance'''&amp;lt;/code&amp;gt; [float] - Energy efficiency of shields.&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;'''engine_energy_priority'''&amp;lt;/code&amp;gt; [boolean] - Whether the shield has ''maximum'' energy priority (power production is counted ''immediately before'' its consumption calculation); otherwise it has ''minimum'' priority (as energy production is counted before SPEC and the main capacitor with whatever may grab it from there first, but ''immediately after'' shield).&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;'''shield_maintenance_charge'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Shield maintainance cost.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''max_shield_lowers_capacitance'''&amp;lt;/code&amp;gt; [boolean] - Whether shields value counts against main caps.&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;'''max_shield_recharge_drain'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} If non-zero, adds extra shield drain = this portion of shields' maximum (average by sectors) * Shield_Efficiency. Does nothing when &amp;lt;code&amp;gt;shields_require_passive_recharge_maintenance&amp;lt;/code&amp;gt; is on.&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;'''shields_require_passive_recharge_maintenance'''&amp;lt;/code&amp;gt; [boolean] - Shields drain power to stay on. {{FIXME}} Does nothing except disabling effect of &amp;lt;code&amp;gt;max_shield_recharge_drain&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;max_shield_lowers_capacitance&amp;lt;/code&amp;gt; on shield maintainance.&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;'''speeding_discharge'''&amp;lt;/code&amp;gt; [float] - The discharge rate for shields when not powered.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_shield_speeding_discharge'''&amp;lt;/code&amp;gt; [float] - The lower energy limit below which discharge doesn't happen.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== trading and missions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''allow_mission_abort'''&amp;lt;/code&amp;gt; [boolean] - Abort missions from mission computer.&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;'''cargo_wingmen_only_with_dockport'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;starships&amp;quot; cargo category is disabled unless the ship has dock.&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;'''dockport_allows_ugrade_storage'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;upgrades&amp;quot; cargo category is enabled if the ship has dock.&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;'''starships_as_cargo'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;starships&amp;quot; and &amp;quot;starship&amp;quot; cargo categories are enabled.&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;
&lt;br /&gt;
==== upgrades and repair ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''indestructable_cargo_items'''&amp;lt;/code&amp;gt; [string] - List of non-damageable upgrades.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''separate_system_flakiness_component'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} handling downgrades.&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;'''indiscriminate_system_destruction'''&amp;lt;/code&amp;gt; [float] - Random system damage rate.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''damage_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + &amp;lt;code&amp;gt;definite_damage_chance&amp;lt;/code&amp;gt; ), for NPC ships.&lt;br /&gt;
** &amp;lt;code&amp;gt;.005&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''damage_player_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + &amp;lt;code&amp;gt;definite_damage_chance&amp;lt;/code&amp;gt; ), for player ships.&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;'''definite_damage_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability minimum (added to damage/maxhull).&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;'''component_based_upgrades'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} Controls the way upgrades are repaired.&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;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;'''hud_repair_unit'''&amp;lt;/code&amp;gt; [float] - HUD functionality repair per tick.&lt;br /&gt;
** &amp;lt;code&amp;gt;.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - 4 steps from total damage to okay.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mount_repair_unit'''&amp;lt;/code&amp;gt; [float] - Mount functionality repair per tick.&lt;br /&gt;
** &amp;lt;code&amp;gt;.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - 4 steps from total damage to okay.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''must_repair_to_sell'''&amp;lt;/code&amp;gt; [boolean] - Disallows selling upgrades while damaged, except in &amp;quot;EMERGENCY MODE&amp;quot;.&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;'''only_show_best_downgrade'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''RepairDroidTime'''&amp;lt;/code&amp;gt; [float] - Period of upgrade repair ticks.&lt;br /&gt;
** &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RepairDroidCheckTime'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Does nothing, repair droid works as long as it's &amp;gt;0.&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;'''repair_price'''&amp;lt;/code&amp;gt; [float] - The price of &amp;quot;Basic repair&amp;quot;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shipping_price'''&amp;lt;/code&amp;gt; [float] - Delivery price for ships in &amp;quot;My Fleet&amp;quot; located in other systems.&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== universe ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''density_of_rock'''&amp;lt;/code&amp;gt; [float] - Defines hull points and mass of celestial objects other than wormholes, after the radius is defined.&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;'''density_of_jump_point'''&amp;lt;/code&amp;gt; [float] - Defines hull points and mass (100000 times less) of celestial objects other than wormholes, after the radius is defined.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''nebula_space_drag'''&amp;lt;/code&amp;gt; [float] - Velocity decay rate of a nebula.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''orbit_averaging'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_ejection_stophack'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Maximum planet velocity.&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&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;'''planet_port_size'''&amp;lt;/code&amp;gt; [float]- The size of a planet's &amp;quot;outside dock&amp;quot; area, relative to its radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_port_min_size'''&amp;lt;/code&amp;gt; [float]- The minimum size of a planet's &amp;quot;outside dock&amp;quot; area, on top of its radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;300&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planets_can_have_subunits'''&amp;lt;/code&amp;gt; [boolean] - Allows adding planetary defenses (&amp;quot;Defense_grid&amp;quot;), also allows launching fighters from planets.&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;'''planets_always_neutral'''&amp;lt;/code&amp;gt; [boolean] - All planets are asigned Neutral faction.&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;
&lt;br /&gt;
==== weapons and damage ====&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;'''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;'''missile_bounce'''&amp;lt;/code&amp;gt; [boolean] - Whether missiles suffer an elastic collision.&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; - Normally they detonate immediately.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (in current VS, only Jackhammer) will expend it. 1 charge is spent each activation, no partial ammo for shots shorter than &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; time.&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;'''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;'''kilojoules_per_unit_damage'''&amp;lt;/code&amp;gt; [float] - Relation between energy and hitpoints. Matters for indication and damage from inelastic collision.&lt;br /&gt;
** &amp;lt;code&amp;gt;5400&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop'''&amp;lt;/code&amp;gt; [boolean] - Whether tractor beams can scoop. {{Fixme}} Currently is not the same as in &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt; - it affects capture.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; Scoop is done via units collision and tractor/repulsor beams are processed like non-damaging normal beams.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_angle'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop-able cone. Corresponds to, but separate from &amp;lt;code&amp;gt;graphics/'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''system_damage_on_armor'''&amp;lt;/code&amp;gt; [boolean] - system/cargo/upgrade damage happens on armor hit instead of only hull hit.&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;'''disabling_weapon_constant'''&amp;lt;/code&amp;gt; [float] - Multiplier for effect of hull hit by disabling weapons (LifeSupportFunctionality damage instead of hull damage).&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;
&lt;br /&gt;
==== difficulty ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''difficulty_based_shield_recharge'''&amp;lt;/code&amp;gt; [boolean] - Shield recharge rate is multiplied by &amp;lt;code&amp;gt;/difficulty&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;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&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;'''difficulty_based_enemy_damage'''&amp;lt;/code&amp;gt; [boolean] - Any non-collision damage to units other than PC's ship is multiplied by &amp;lt;code&amp;gt;/difficulty&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;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&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;'''difficulty_speed_exponent'''&amp;lt;/code&amp;gt; [float] - Set speed exponent ( multiplier = &amp;lt;code&amp;gt;/difficulty&amp;lt;/code&amp;gt; ^ &amp;lt;code&amp;gt;physics/difficulty_speed_exponent&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;0&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;'''game_accel'''&amp;lt;/code&amp;gt; [float] - Changed by setup program, depends on difficulty setting. Real accelerations rate is  &amp;lt;code&amp;gt;'''game_accel'''&amp;lt;/code&amp;gt;*&amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt;.&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'''&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;false&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;true&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;
==== miscellaneous ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''noSPECJUMP'''&amp;lt;/code&amp;gt; [boolean] - While SPEC is on, jumping and docking (both in and out) are disabled.&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;'''default_shield_tightness'''&amp;lt;/code&amp;gt; [float] - Default &amp;lt;code&amp;gt;shieldtight&amp;lt;/code&amp;gt; parameter for ships (affects damage FX only). Comment: &amp;quot;//are shields tight to the hull.  zero means bubble&amp;quot;; currently can be set only in unit XML and de-facto replaced by shield mesh. Comment: &amp;quot;//BUCO! Must add shield tightness back into units.csv for great justice.&amp;quot;&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;'''simulate_while_docked'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} Life continues while the unit is docked. If there's more than 1 player, it continues anyway.&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;'''PlayerTractorabilityMask'''&amp;lt;/code&amp;gt; [string] - Tractorability mask additionally applied to the player's ship. &amp;quot;p&amp;quot;|&amp;quot;P&amp;quot; adds push, &amp;quot;i&amp;quot;|&amp;quot;I&amp;quot; adds tractor in, empty string gives push-only, unrecognized gives immunity.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;p&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jump_damage_multiplier'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Jump damage appears to be defunct now. According to the code, it should be present in network game if jump drive is damaged.&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;'''max_jump_damage'''&amp;lt;/code&amp;gt; [float] - Absolute maximum value of jump damage. {{Fixme}} Jump damage appears to be defunct now. According to the code, it should be present in network game if jump drive is damaged.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxNPCrot'''&amp;lt;/code&amp;gt; [float] - Maximum rotation rate for a NPC unit.&lt;br /&gt;
** &amp;lt;code&amp;gt;360&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxplayerrot'''&amp;lt;/code&amp;gt; [float] - Maximum rotation rate for a player starship.&lt;br /&gt;
** &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''FMEC_exit_vel'''&amp;lt;/code&amp;gt; [float] - Inverse exhaust velocity (ideal).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.0000002&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; (Vex = 1/5000000 ≈ 1/60 C) //1/5,000,000 m/s&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DeuteriumRelativeEfficiency_Lithium'''&amp;lt;/code&amp;gt; [float] - Reaction efficiency. The reaction is supposed to be Li-6 + Li-6 fusion with efficiency governed by the getFuelUsage multiplier. getFuelUsage = physics/FuelUsage or physics/AfterburnerFuelUsage. Fuel consumption is ~ GetFuelUsage * FMEC_exit_vel / DeuteriumRelativeEfficiency_Lithium.&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;'''LithiumRelativeEfficiency_Lithium'''&amp;lt;/code&amp;gt; [float] - Reaction efficiency. The reaction is supposed to be Li-6 + D fusion. Fuel consumption is ~ physics/FuelUsage * FMEC_exit_vel / LithiumRelativeEfficiency_Lithium. (for orientation thrusters)&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;'''FuelUsage'''&amp;lt;/code&amp;gt; [float] - Multiplier for normal fuel usage.&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;'''AfterburnerFuelUsage'''&amp;lt;/code&amp;gt; [float] - Multiplier for afterburner fuel usage.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NoFuelThrust'''&amp;lt;/code&amp;gt; [float] - Multiplier for clamping set maximum velocity when out of fuel.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NoFuelAfterburn'''&amp;lt;/code&amp;gt; [float] - Multiplier for clamping set maximum afterburner velocity (only part above set normal velocity) when out of fuel. E.g. if AB_speedlimit=2*speedlimit, defaults give 0.4*speedlimit + 0.1*(AB_speedlimit-speedlimit) = 0.5 speedlimit with afterburner.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''VariableFuelConsumption'''&amp;lt;/code&amp;gt; [boolean] - Whether to get afterburner fuel consumption from the unit's &amp;lt;code&amp;gt;Afterburner_Usage_Cost&amp;lt;/code&amp;gt; instead of calculating it from thrust and &amp;lt;code&amp;gt;'''AfterburnerFuelUsage'''&amp;lt;/code&amp;gt; - ''only for Type 1 (more fuel) afterburner''.&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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_ecm'''&amp;lt;/code&amp;gt; [int] - Maximum ECM_Rating, which ''always'' jams missiles.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_lost_target_live_time'''&amp;lt;/code&amp;gt; [float] - Missile lifetime limit after ECM breaks lock.&lt;br /&gt;
** &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''UnitTable'''&amp;lt;/code&amp;gt; [boolean] - Whether to save units in separate files (''save dir''/''unit name''.csv).&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; Saves the changes in the unit via XML unitwriter, currently also iterates subunits.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''combat_speed_boost'''&amp;lt;/code&amp;gt; [float] - Velocity governor scaling for combat mode/travel mode.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_hidden_cargo_space'''&amp;lt;/code&amp;gt; [boolean] - Uses ships' HiddenCargoVolume to defy contraband scans. {{FIXME}} Not actually used in data yet.&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;'''contraband_assist_range'''&amp;lt;/code&amp;gt; [float] - When contraband is detected, the patrol ship's allies within this range join the beating.&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;Priorities&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;economics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''upgrade_sellback_price'''&amp;lt;/code&amp;gt; [float] - The price rate for selling ship hardware.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ship_sellback_price'''&amp;lt;/code&amp;gt; [float] - The price rate for selling ships.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&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;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;
==&amp;lt;code&amp;gt;no section&amp;lt;/code&amp;gt;==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''savegame'''&amp;lt;/code&amp;gt; [string/file] - Default savegame to load with &amp;lt;code&amp;gt;'''general/load_last_savegame'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;'''difficulty'''&amp;lt;/code&amp;gt; [float] - Difficulty value tweaking several game parameters (see &amp;lt;code&amp;gt;physics/&amp;lt;/code&amp;gt; section).&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;
{{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>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19858</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19858"/>
				<updated>2016-08-08T23:19:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: /* Miscelanneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - &amp;quot;...offering a variety of training products, an inspirational gallery, a free texture library and hundreds of free tutorials on a variety of subjects&amp;quot;. Take a look at &amp;quot;[http://www.3dtotal.com/index_gallery.php?cat=sci-fi sci fi]&amp;quot; section of gallery.&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
* [http://www.3dk.org/ 3DK.org (3DKingdom)] - &amp;quot;Free 3ds max tutorials, 3D Models, Art Gallery, Textures, Materials and Forums&amp;quot;.&lt;br /&gt;
* [http://www.3dcafe.com/ 3D Cafe] - &amp;quot;Buy 3D Models, Sell 3D Models, Free 3D Models Download&amp;quot;. Link and custom license are on the front page. Requires to submit 3 free models for access to free models database.&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
* [http://www.texturemate.com/ Texture Mate] - &amp;quot;Welcome to my Repository of Free Textures, Brushes, Patterns and Design Articles.&amp;quot; (they be CC licensed)&lt;br /&gt;
* [http://www.plaintextures.com/ Plaintextures] - &amp;quot;free high resolution textures for professionals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
* [http://www.theleagueofmoveabletype.com/ The League of Moveable Type] - Fonts released under the Open Font License.&lt;br /&gt;
* [http://unifont.org/ unifont.org] - Information about free Unicode fonts for FLOSS developers, with guides and everything.&lt;br /&gt;
* [http://www.freedesktop.org/wiki/Software/Fonts/ Freedesktop.org fonts] - a lot of links to free fonts.&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference and inspirational images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://the-final-frontier.deviantart.com/gallery/ The Final Frontier], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, relevant resources (e.g. planet and hull plate textures) and tutorials, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://darkstockers.deviantart.com/gallery/ DarkStockers], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://the-inspirations.deviantart.com/ The Inspirations] , [http://one-stop-stock.deviantart.com/ one-stop stock]- from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractaldreams.deviantart.com/gallery/ FractalDreams], [http://fractalemporium.deviantart.com/gallery/ FractalEmporium], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations], [http://mandelbulbs.deviantart.com/gallery/ Mandelbulbs], [http://mandelbulb3d.deviantart.com/gallery/ mandelbulb3d], [http://mandelbulbers.deviantart.com/gallery/ Mandelbulbers], [http://the-fractal-sphere.deviantart.com/gallery/ The-Fractal-Sphere], [http://xtremefractals.deviantart.com/gallery/ XtremeFractals] - fractals and fractal-like art. Some make good reference images for living, pseudo-living or overcomplicated stuff (as just one example - &amp;quot;[http://grahamsym.deviantart.com/art/Mandelbulb-Invasion-Force-331596080 Mandelbulb Invasion Force]&amp;quot;). Some include tips for making your own (e.g.: [http://batjorge.deviantart.com/art/Parameter-Pack-For-Mandelbulb-3d-383962663 Parameter Pack For Mandelbulb 3d]).&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth a good long look as an example of how different styles can fit together within the more general recognizable style of the game.&lt;br /&gt;
** [http://raphael-lacoste.deviantart.com/gallery/3988055/Concept Raphael Lacoste] - great landscapes and cityscapes. Good examples of how to arrange the view of a large place.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelbulber output. Need a fresh idea or prototype? Choose a theme and dig in. &lt;br /&gt;
** Fields of interest: [https://www.behance.net/search?field=33&amp;amp;content=projects&amp;amp;sort=appreciations Engineering], [https://www.behance.net/search?field=49&amp;amp;content=projects&amp;amp;sort=appreciations Industrial Design], [https://www.behance.net/search?field=132&amp;amp;content=projects&amp;amp;sort=appreciations UI/UX].&lt;br /&gt;
** Tags of interest: [https://www.behance.net/search?content=projects&amp;amp;user_tags=1022933 container], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1276177 drone], [https://www.behance.net/search?content=projects&amp;amp;user_tags=975467 engine], [https://www.behance.net/search?content=projects&amp;amp;user_tags=17219829 Engineering], [https://www.behance.net/search?content=projects&amp;amp;user_tags=973869 futuristic], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1010871 Gun], [https://www.behance.net/search?content=projects&amp;amp;user_tags=972461 guns], [https://www.behance.net/search?content=projects&amp;amp;user_tags=3057141 heavy machinery], [https://www.behance.net/search?content=projects&amp;amp;user_tags=2082145 hitech], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1632519 HUD], [https://www.behance.net/search?content=projects&amp;amp;user_tags=980027 industrial], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1099273 machinery], [https://www.behance.net/search?content=projects&amp;amp;user_tags=977965 Military], [https://www.behance.net/search?content=projects&amp;amp;user_tags=972587 Mining], [https://www.behance.net/search?content=projects&amp;amp;user_tags=977297 modular], [https://www.behance.net/search?content=projects&amp;amp;user_tags=971899 robot], [https://www.behance.net/search?content=projects&amp;amp;user_tags=978669 robots], [https://www.behance.net/search?content=projects&amp;amp;user_tags=982617 rocket], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1088979 satellite], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1087393 Scifi], [https://www.behance.net/search?content=projects&amp;amp;user_tags=978907 sci-fi], [https://www.behance.net/search?content=projects&amp;amp;user_tags=981665 science fiction], [https://www.behance.net/search?content=projects&amp;amp;user_tags=973309 Space], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1016489 spaceship], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1139275 spaceships], [https://www.behance.net/search?content=projects&amp;amp;user_tags=971605 ui design], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1128021 Weapon], etc.&lt;br /&gt;
&lt;br /&gt;
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[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19827</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19827"/>
				<updated>2015-05-15T17:19:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: /* Miscelanneous */&lt;/p&gt;
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&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - &amp;quot;...offering a variety of training products, an inspirational gallery, a free texture library and hundreds of free tutorials on a variety of subjects&amp;quot;. Take a look at &amp;quot;[http://www.3dtotal.com/index_gallery.php?cat=sci-fi sci fi]&amp;quot; section of gallery.&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
* [http://www.3dk.org/ 3DK.org (3DKingdom)] - &amp;quot;Free 3ds max tutorials, 3D Models, Art Gallery, Textures, Materials and Forums&amp;quot;.&lt;br /&gt;
* [http://www.3dcafe.com/ 3D Cafe] - &amp;quot;Buy 3D Models, Sell 3D Models, Free 3D Models Download&amp;quot;. Link and custom license are on the front page. Requires to submit 3 free models for access to free models database.&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
* [http://www.texturemate.com/ Texture Mate] - &amp;quot;Welcome to my Repository of Free Textures, Brushes, Patterns and Design Articles.&amp;quot; (they be CC licensed)&lt;br /&gt;
* [http://www.plaintextures.com/ Plaintextures] - &amp;quot;free high resolution textures for professionals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
* [http://www.theleagueofmoveabletype.com/ The League of Moveable Type] - Fonts released under the Open Font License.&lt;br /&gt;
* [http://unifont.org/ unifont.org] - Information about free Unicode fonts for FLOSS developers, with guides and everything.&lt;br /&gt;
* [http://www.freedesktop.org/wiki/Software/Fonts/ Freedesktop.org fonts] - a lot of links to free fonts.&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://the-final-frontier.deviantart.com/gallery/ The Final Frontier], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, relevant resources (e.g. planet and hull plate textures) and tutorials, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://darkstockers.deviantart.com/gallery/ DarkStockers], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://the-inspirations.deviantart.com/ The Inspirations] , [http://one-stop-stock.deviantart.com/ one-stop stock]- from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractaldreams.deviantart.com/gallery/ FractalDreams], [http://fractalemporium.deviantart.com/gallery/ FractalEmporium], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations], [http://mandelbulbs.deviantart.com/gallery/ Mandelbulbs], [http://mandelbulb3d.deviantart.com/gallery/ mandelbulb3d], [http://mandelbulbers.deviantart.com/gallery/ Mandelbulbers], [http://the-fractal-sphere.deviantart.com/gallery/ The-Fractal-Sphere], [http://xtremefractals.deviantart.com/gallery/ XtremeFractals] - fractals and fractal-like art. Some make good reference images for living, pseudo-living or overcomplicated stuff (as just one example - &amp;quot;[http://grahamsym.deviantart.com/art/Mandelbulb-Invasion-Force-331596080 Mandelbulb Invasion Force]&amp;quot;). Some include tips for making your own (e.g.: [http://batjorge.deviantart.com/art/Parameter-Pack-For-Mandelbulb-3d-383962663 Parameter Pack For Mandelbulb 3d]).&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in. &lt;br /&gt;
** Fields of interest: [https://www.behance.net/search?field=33&amp;amp;content=projects&amp;amp;sort=appreciations Engineering], [https://www.behance.net/search?field=49&amp;amp;content=projects&amp;amp;sort=appreciations Industrial Design], [https://www.behance.net/search?field=132&amp;amp;content=projects&amp;amp;sort=appreciations UI/UX].&lt;br /&gt;
** Tags of interest: [https://www.behance.net/search?content=projects&amp;amp;user_tags=1022933 container], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1276177 drone], [https://www.behance.net/search?content=projects&amp;amp;user_tags=975467 engine], [https://www.behance.net/search?content=projects&amp;amp;user_tags=17219829 Engineering], [https://www.behance.net/search?content=projects&amp;amp;user_tags=973869 futuristic], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1010871 Gun], [https://www.behance.net/search?content=projects&amp;amp;user_tags=972461 guns], [https://www.behance.net/search?content=projects&amp;amp;user_tags=3057141 heavy machinery], [https://www.behance.net/search?content=projects&amp;amp;user_tags=2082145 hitech], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1632519 HUD], [https://www.behance.net/search?content=projects&amp;amp;user_tags=980027 industrial], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1099273 machinery], [https://www.behance.net/search?content=projects&amp;amp;user_tags=977965 Military], [https://www.behance.net/search?content=projects&amp;amp;user_tags=972587 Mining], [https://www.behance.net/search?content=projects&amp;amp;user_tags=977297 modular], [https://www.behance.net/search?content=projects&amp;amp;user_tags=971899 robot], [https://www.behance.net/search?content=projects&amp;amp;user_tags=978669 robots], [https://www.behance.net/search?content=projects&amp;amp;user_tags=982617 rocket], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1088979 satellite], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1087393 Scifi], [https://www.behance.net/search?content=projects&amp;amp;user_tags=978907 sci-fi], [https://www.behance.net/search?content=projects&amp;amp;user_tags=981665 science fiction], [https://www.behance.net/search?content=projects&amp;amp;user_tags=973309 Space], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1016489 spaceship], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1139275 spaceships], [https://www.behance.net/search?content=projects&amp;amp;user_tags=971605 ui design], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1128021 Weapon], &lt;br /&gt;
&lt;br /&gt;
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[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19826</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19826"/>
				<updated>2015-05-15T07:57:24Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: /* Miscelanneous */&lt;/p&gt;
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&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - &amp;quot;...offering a variety of training products, an inspirational gallery, a free texture library and hundreds of free tutorials on a variety of subjects&amp;quot;. Take a look at &amp;quot;[http://www.3dtotal.com/index_gallery.php?cat=sci-fi sci fi]&amp;quot; section of gallery.&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
* [http://www.3dk.org/ 3DK.org (3DKingdom)] - &amp;quot;Free 3ds max tutorials, 3D Models, Art Gallery, Textures, Materials and Forums&amp;quot;.&lt;br /&gt;
* [http://www.3dcafe.com/ 3D Cafe] - &amp;quot;Buy 3D Models, Sell 3D Models, Free 3D Models Download&amp;quot;. Link and custom license are on the front page. Requires to submit 3 free models for access to free models database.&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
* [http://www.texturemate.com/ Texture Mate] - &amp;quot;Welcome to my Repository of Free Textures, Brushes, Patterns and Design Articles.&amp;quot; (they be CC licensed)&lt;br /&gt;
* [http://www.plaintextures.com/ Plaintextures] - &amp;quot;free high resolution textures for professionals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
* [http://www.theleagueofmoveabletype.com/ The League of Moveable Type] - Fonts released under the Open Font License.&lt;br /&gt;
* [http://unifont.org/ unifont.org] - Information about free Unicode fonts for FLOSS developers, with guides and everything.&lt;br /&gt;
* [http://www.freedesktop.org/wiki/Software/Fonts/ Freedesktop.org fonts] - a lot of links to free fonts.&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://the-final-frontier.deviantart.com/gallery/ The Final Frontier], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, relevant resources (e.g. planet and hull plate textures) and tutorials, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://darkstockers.deviantart.com/gallery/ DarkStockers], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://the-inspirations.deviantart.com/ The Inspirations] , [http://one-stop-stock.deviantart.com/ one-stop stock]- from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractaldreams.deviantart.com/gallery/ FractalDreams], [http://fractalemporium.deviantart.com/gallery/ FractalEmporium], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations], [http://mandelbulbs.deviantart.com/gallery/ Mandelbulbs], [http://mandelbulb3d.deviantart.com/gallery/ mandelbulb3d], [http://mandelbulbers.deviantart.com/gallery/ Mandelbulbers], [http://the-fractal-sphere.deviantart.com/gallery/ The-Fractal-Sphere], [http://xtremefractals.deviantart.com/gallery/ XtremeFractals] - fractals and fractal-like art. Some make good reference images for living, pseudo-living or overcomplicated stuff (as just one example - &amp;quot;[http://grahamsym.deviantart.com/art/Mandelbulb-Invasion-Force-331596080 Mandelbulb Invasion Force]&amp;quot;). Some include tips for making your own (e.g.: [http://batjorge.deviantart.com/art/Parameter-Pack-For-Mandelbulb-3d-383962663 Parameter Pack For Mandelbulb 3d]).&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in. &lt;br /&gt;
** Fields of interest: [https://www.behance.net/search?field=33&amp;amp;content=projects&amp;amp;sort=appreciations Engineering], [https://www.behance.net/search?field=49&amp;amp;content=projects&amp;amp;sort=appreciations Industrial Design], [https://www.behance.net/search?field=132&amp;amp;content=projects&amp;amp;sort=appreciations UI/UX].&lt;br /&gt;
** Tags of interest: [https://www.behance.net/search?content=projects&amp;amp;user_tags=1022933 container], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1276177 drone], [https://www.behance.net/search?content=projects&amp;amp;user_tags=17219829 Engineering], [https://www.behance.net/search?content=projects&amp;amp;user_tags=973869 futuristic], [https://www.behance.net/search?content=projects&amp;amp;user_tags=2082145 hitech], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1632519 HUD], [https://www.behance.net/search?content=projects&amp;amp;user_tags=980027 industrial], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1099273 machinery], [https://www.behance.net/search?content=projects&amp;amp;user_tags=977965 Military], [https://www.behance.net/search?content=projects&amp;amp;user_tags=972587 Mining], [https://www.behance.net/search?content=projects&amp;amp;user_tags=977297 modular], [https://www.behance.net/search?content=projects&amp;amp;user_tags=982617 rocket], [https://www.behance.net/search?content=projects&amp;amp;user_tags=978907 sci-fi], [https://www.behance.net/search?content=projects&amp;amp;user_tags=973309 Space], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1016489 spaceship], [https://www.behance.net/search?content=projects&amp;amp;user_tags=1139275 spaceships], [https://www.behance.net/search?content=projects&amp;amp;user_tags=971605 ui design], &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=19804</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=19804"/>
				<updated>2014-12-28T16:38:23Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &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;
''For specific instructions for Ubuntu see: [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
''For windows compiling see: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]]''&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://svn.code.sf.net/p/vegastrike/code/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://svn.code.sf.net/p/vegastrike/code/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 or above&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;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
** '''cmake''' (and '''cmake-curses-gui''' if you want to use more convenient ccmake)&lt;br /&gt;
&lt;br /&gt;
On '''Debian''', this probably should do the trick in (copy and paste the 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 freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On '''XUbuntu 12.10'''+, this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install \&lt;br /&gt;
     build-essential cmake-curses-gui freeglut3-dev python-dev \&lt;br /&gt;
     lib{expat1,gl1-mesa,gtk2.0,jpeg-turbo8,ogg,openal,png12,sdl1.2,vorbis,xmu,xv}-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On '''fedora 17/18/19''', this should do the trick (copy and paste into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo yum install \&lt;br /&gt;
     automake cmake gcc gcc-c++ glibc-devel kernel-devel make \&lt;br /&gt;
     {python,expat,freealut,freeglut,gtk2,libjpeg-turbo,libpng,libvorbis,openal-soft,SDL}-devel \&lt;br /&gt;
     lib{X11,Xdmcp,xkbfile,Xmu,Xpm,Xres,XScrnSaver,Xtst,Xv,Xxf86misc}-devel&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not strictly necessary, but to get as many used libraries as you can: x11proto-resource-dev libxkbfile-dev libxpm-dev libxres-dev libxv-dev libgtkglext1-dev&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
The building and compiling process can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===With CMake (recommended) ===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit.&lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If for some reason you want to see the compiler commands, you can press ''t'' while in ccmake and toggle the ''CMAKE_VERBOSE_MAKEFILE'' option from ''OFF'' to ''ON'' and press ''c'' to reconfigure and ''g'' to regenerate the ''Makefile''.&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===With Autotools (deprecated) ===&lt;br /&gt;
The build 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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Makefile creation and usage===&lt;br /&gt;
====Configure====&lt;br /&gt;
If you plan to install, when you're configuring:&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://forums.vega-strike.org/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://forums.vega-strike.org/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://forums.vega-strike.org/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
=== Using Python 3 ===&lt;br /&gt;
Install as above &amp;lt;code&amp;gt;libpython3.4 libpython3-all-dev libpython3.4-dbg&amp;lt;/code&amp;gt; (not quite necessary, but if you're compiling a development version...)&lt;br /&gt;
Then configure VS to use it. Simply typing a different version (e.g. &amp;quot;3.4&amp;quot;) in cmake/ccmake is '''not''' enough - it may not even find the right files. Replace &amp;quot;2.7&amp;quot; to &amp;quot;3.4&amp;quot; in specific paths '''PYTHON_'''* paths. But that's not all - '''Boost_PYTHON_LIBRARY_'''* paths point at something like &amp;quot;/usr/lib/x86_64-linux-gnu/libboost_python.so&amp;quot;, which is likely to be symlink to a ''Python 2'' library. In this case you'll get lots of errors like&lt;br /&gt;
&amp;lt;pre&amp;gt;CMakeFiles/vegaserver.dir/src/cmd/script/director_server.cpp.o:director_server.cpp:(.text+0x139): more undefined references to `boost::python::detail::init_module(PyModuleDef&amp;amp;, void (*)())' follow&lt;br /&gt;
/usr/lib/gcc/x86_64-linux-gnu/4.8/../../../x86_64-linux-gnu/libboost_python.so: undefined reference to `PyString_Size'&lt;br /&gt;
&amp;lt;/pre&amp;gt; So check what this path really does:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ls -l /usr/lib/x86_64-linux-gnu/libboost_python*&lt;br /&gt;
lrwxrwxrwx ... /usr/lib/x86_64-linux-gnu/libboost_python.so -&amp;gt; libboost_python-py27.so&lt;br /&gt;
&amp;lt;/pre&amp;gt; Now, back in Cmake replace it with whatever link on the list is appropriate for your version (&amp;quot;/usr/lib/x86_64-linux-gnu/libboost_python-py34.so&amp;quot; in our case).&lt;br /&gt;
&lt;br /&gt;
====Make====&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://forums.vega-strike.org/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Install====&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing binary after it's built by the compiler.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and run the development version==&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
This step is not necessary — the binaries should normally figure out where they are with respect to the data directory, but if the version you are using can't do this then you may need to follow these instructions.&lt;br /&gt;
&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we can create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vegastrike&lt;br /&gt;
~/VegaStrike/data&amp;gt; ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
===Running and configuring===&lt;br /&gt;
* To run Vega Strike you can normally start ''vegastrike'' from the ''vegastrike'' module you downloaded and built it in.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/vegastrike&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Otherwise on other older versions you may have to start it from the ''data'' directory after copying or symbolic linking it as per the earlier instructions.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Optionally you can create a short cut to this application onto your desktop or desktop menus. Simply find your menu editor and point it to the ''vegastrike'' executable.&lt;br /&gt;
* If you need to adjust screen resolutions, input devices and key-mappings, do so by editing the configuration file ''vegastrike.config''. The default configuration file resides in the ''data'' directory. You can change that or you can make your own user specific version by first copying it into your ''.vegastrike'' (hidden directory) directory in your user's home directory.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{FIXME}}These links are broken and they are very old from 2003 and most likely becoming irrelevant if someone knows for sure please update the links and put them in the right location, or delete {{FIXME}}&lt;br /&gt;
* [http://forums.vega-strike.org/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://forums.vega-strike.org/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>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19720</id>
		<title>HowTo:Edit Communications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19720"/>
				<updated>2014-03-03T05:50:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In-game communications (unit-to-unit chat) are implemented as finite state machine - each state has a set of possible nodes, each node has a text and deltaRelation value. Conversation are faction-dependent and are defined by XML files in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/communications/ data/communications].&lt;br /&gt;
&lt;br /&gt;
==Nodes basics==&lt;br /&gt;
Their default positions and purpose we can see in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/vegastrike/src/cmd/ai/communication.cpp#l10 the function creating the default set] and following ones. It have only basic text and relationship adjustment values:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|#&lt;br /&gt;
|'''Node text'''&lt;br /&gt;
|'''Value'''&lt;br /&gt;
|'''Hardcoded'''&lt;br /&gt;
|'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;quot;welcome to cachunkcachunk.com&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| (starting node: Don't link here)&lt;br /&gt;
| Its edges list starting nodes (depending on relations).&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;quot;I love you!&amp;quot;&lt;br /&gt;
| +.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;quot;J00 0wnz m3&amp;quot;&lt;br /&gt;
| +.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;quot;You are cool!&amp;quot;&lt;br /&gt;
| +.06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;quot;You are nice!&amp;quot;&lt;br /&gt;
| +.05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;quot;Ya you're naled! NALED PAL!&amp;quot;&lt;br /&gt;
| -.02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &amp;quot;i 0wnz j00&amp;quot;&lt;br /&gt;
| -.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &amp;quot;I hate you!&amp;quot;&lt;br /&gt;
| -.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''...'''&lt;br /&gt;
| Built-ins:&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-16&lt;br /&gt;
| &amp;quot;Docking operation complete&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| On being udocked.&lt;br /&gt;
| Usually set to 0.01 or so: you do business with them, they like you.&lt;br /&gt;
|-&lt;br /&gt;
| N-15&lt;br /&gt;
| &amp;quot;Please move into a green docking box and press d.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-14&lt;br /&gt;
| &amp;quot;Docking operation begun.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-13&lt;br /&gt;
| &amp;quot;Clearance denied.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-12&lt;br /&gt;
| &amp;quot;Clearance granted.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-11&lt;br /&gt;
| &amp;quot;No.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| rejecting FG order&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-10&lt;br /&gt;
| &amp;quot;Yes.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| obeying FG order&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-9&lt;br /&gt;
| &amp;quot;Prepare To Be Searched. Maintain Speed and Course.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-8&lt;br /&gt;
| &amp;quot;No contraband detected: You may proceed.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-7&lt;br /&gt;
| &amp;quot;Contraband detected! All units close and engage!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
| Usually is set to -.125 or so. It's in addition to hardcoded &amp;quot;close and engage!&amp;quot; orders and relations.&lt;br /&gt;
See also variables - [[Manual:Config:Advanced:Variables#contraband|AI/ContrabandMadness]], etc.&lt;br /&gt;
|-&lt;br /&gt;
| N-6&lt;br /&gt;
| &amp;quot;Your Course is deviating! Maintain Course!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
| The patrol also gets upset.&lt;br /&gt;
|-&lt;br /&gt;
| N-5&lt;br /&gt;
| &amp;quot;Request Clearance To Land.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-4&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (killed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-3&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (dealt damage)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-2&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (got damaged)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-1&lt;br /&gt;
| &amp;quot;*hit*&amp;quot;&lt;br /&gt;
| -.2&lt;br /&gt;
| (got hit)&lt;br /&gt;
| Not a communication, just reaction on damage. Still supports friendly/neutral/hostile edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==XML schema description==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''comm'''&amp;gt; ... &amp;lt;/comm&amp;gt;&amp;lt;/code&amp;gt; -- Marks the beginning and end of the XML file.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''node'''&amp;gt; ... &amp;lt;/node&amp;gt;&amp;lt;/code&amp;gt; -- basic data. &lt;br /&gt;
** &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - What they say.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;text1&amp;lt;/code&amp;gt;, etc [string] [&amp;quot;&amp;quot;] - Variant text (to be chosen randomly).&lt;br /&gt;
** &amp;lt;code&amp;gt;relationship&amp;lt;/code&amp;gt; [float] [0.0] - relationship adjustment.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''edge'''&amp;gt; ... &amp;lt;/edge&amp;gt;&amp;lt;/code&amp;gt; -- connection to other nodes. Typically, there are 3 (good-neutral-bad) entries at the top level.&lt;br /&gt;
*** &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt; [int] - linked node's number.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''sound'''&amp;gt; ... &amp;lt;/sound&amp;gt;&amp;lt;/code&amp;gt; -- voice. Sound nodes corresponding to '''text''', '''text1''', etc are simply added in this order&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - OGG file name, relative to '''data/''' (&amp;quot;communications/sounds/lihw/lihw_good-day.ogg&amp;quot;)&lt;br /&gt;
*** &amp;lt;code&amp;gt;gain&amp;lt;/code&amp;gt; [float] [1.0] - relative volume.&lt;br /&gt;
*** &amp;lt;code&amp;gt;sex&amp;lt;/code&amp;gt; [unsigned small int] [0] - {{FIXME}} Support for variant sounds, doesn't seem to be used yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Communications]]&lt;br /&gt;
[[Category:Development|Edit Communications]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19719</id>
		<title>HowTo:Edit Communications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19719"/>
				<updated>2014-03-03T05:49:27Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In-game communications (unit-to-unit chat) are implemented as conversation finite state machine - each state has a set of possible nodes, each node has a text and deltaRelation value. They are defined by XML files in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/communications/ data/communications].&lt;br /&gt;
&lt;br /&gt;
==Nodes basics==&lt;br /&gt;
Their default positions and purpose we can see in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/vegastrike/src/cmd/ai/communication.cpp#l10 the function creating the default set] and following ones. It have only basic text and relationship adjustment values:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|#&lt;br /&gt;
|'''Node text'''&lt;br /&gt;
|'''Value'''&lt;br /&gt;
|'''Hardcoded'''&lt;br /&gt;
|'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;quot;welcome to cachunkcachunk.com&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| (starting node: Don't link here)&lt;br /&gt;
| Its edges list starting nodes (depending on relations).&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;quot;I love you!&amp;quot;&lt;br /&gt;
| +.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;quot;J00 0wnz m3&amp;quot;&lt;br /&gt;
| +.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;quot;You are cool!&amp;quot;&lt;br /&gt;
| +.06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;quot;You are nice!&amp;quot;&lt;br /&gt;
| +.05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;quot;Ya you're naled! NALED PAL!&amp;quot;&lt;br /&gt;
| -.02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &amp;quot;i 0wnz j00&amp;quot;&lt;br /&gt;
| -.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &amp;quot;I hate you!&amp;quot;&lt;br /&gt;
| -.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''...'''&lt;br /&gt;
| Built-ins:&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-16&lt;br /&gt;
| &amp;quot;Docking operation complete&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| On being udocked.&lt;br /&gt;
| Usually set to 0.01 or so: you do business with them, they like you.&lt;br /&gt;
|-&lt;br /&gt;
| N-15&lt;br /&gt;
| &amp;quot;Please move into a green docking box and press d.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-14&lt;br /&gt;
| &amp;quot;Docking operation begun.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-13&lt;br /&gt;
| &amp;quot;Clearance denied.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-12&lt;br /&gt;
| &amp;quot;Clearance granted.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-11&lt;br /&gt;
| &amp;quot;No.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| rejecting FG order&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-10&lt;br /&gt;
| &amp;quot;Yes.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| obeying FG order&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-9&lt;br /&gt;
| &amp;quot;Prepare To Be Searched. Maintain Speed and Course.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-8&lt;br /&gt;
| &amp;quot;No contraband detected: You may proceed.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-7&lt;br /&gt;
| &amp;quot;Contraband detected! All units close and engage!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
| Usually is set to -.125 or so. It's in addition to hardcoded &amp;quot;close and engage!&amp;quot; orders and relations.&lt;br /&gt;
See also variables - [[Manual:Config:Advanced:Variables#contraband|AI/ContrabandMadness]], etc.&lt;br /&gt;
|-&lt;br /&gt;
| N-6&lt;br /&gt;
| &amp;quot;Your Course is deviating! Maintain Course!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
| The patrol also gets upset.&lt;br /&gt;
|-&lt;br /&gt;
| N-5&lt;br /&gt;
| &amp;quot;Request Clearance To Land.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-4&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (killed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-3&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (dealt damage)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-2&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (got damaged)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-1&lt;br /&gt;
| &amp;quot;*hit*&amp;quot;&lt;br /&gt;
| -.2&lt;br /&gt;
| (got hit)&lt;br /&gt;
| Not a communication, just reaction on damage. Still supports friendly/neutral/hostile edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==XML schema description==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''comm'''&amp;gt; ... &amp;lt;/comm&amp;gt;&amp;lt;/code&amp;gt; -- Marks the beginning and end of the XML file.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''node'''&amp;gt; ... &amp;lt;/node&amp;gt;&amp;lt;/code&amp;gt; -- basic data. &lt;br /&gt;
** &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - What they say.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;text1&amp;lt;/code&amp;gt;, etc [string] [&amp;quot;&amp;quot;] - Variant text (to be chosen randomly).&lt;br /&gt;
** &amp;lt;code&amp;gt;relationship&amp;lt;/code&amp;gt; [float] [0.0] - relationship adjustment.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''edge'''&amp;gt; ... &amp;lt;/edge&amp;gt;&amp;lt;/code&amp;gt; -- connection to other nodes. Typically, there are 3 (good-neutral-bad) entries at the top level.&lt;br /&gt;
*** &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt; [int] - linked node's number.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''sound'''&amp;gt; ... &amp;lt;/sound&amp;gt;&amp;lt;/code&amp;gt; -- voice. Sound nodes corresponding to '''text''', '''text1''', etc are simply added in this order&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - OGG file name, relative to '''data/''' (&amp;quot;communications/sounds/lihw/lihw_good-day.ogg&amp;quot;)&lt;br /&gt;
*** &amp;lt;code&amp;gt;gain&amp;lt;/code&amp;gt; [float] [1.0] - relative volume.&lt;br /&gt;
*** &amp;lt;code&amp;gt;sex&amp;lt;/code&amp;gt; [unsigned small int] [0] - {{FIXME}} Support for variant sounds, doesn't seem to be used yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Communications]]&lt;br /&gt;
[[Category:Development|Edit Communications]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19718</id>
		<title>HowTo:Edit Communications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19718"/>
				<updated>2014-03-03T05:43:19Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In-game communications (unit-to-unit chat) are implemented as conversation finite state machine - each state has a set of possible nodes, each node has a text and deltaRelation value. They are defined by XML files in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/communications/ data/communications].&lt;br /&gt;
&lt;br /&gt;
==Nodes: default positions and values==&lt;br /&gt;
Their default positions and purpose we can see in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/vegastrike/src/cmd/ai/communication.cpp#l10 the function creating the default set] and following ones. It have only basic text and relationship adjustment values:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|#&lt;br /&gt;
|'''Node text'''&lt;br /&gt;
|'''Value'''&lt;br /&gt;
|'''Hardcoded'''&lt;br /&gt;
|'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;quot;welcome to cachunkcachunk.com&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| (starting node: Don't link here)&lt;br /&gt;
| Its edges list starting nodes (depending on relations).&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;quot;I love you!&amp;quot;&lt;br /&gt;
| +.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;quot;J00 0wnz m3&amp;quot;&lt;br /&gt;
| +.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;quot;You are cool!&amp;quot;&lt;br /&gt;
| +.06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;quot;You are nice!&amp;quot;&lt;br /&gt;
| +.05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;quot;Ya you're naled! NALED PAL!&amp;quot;&lt;br /&gt;
| -.02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &amp;quot;i 0wnz j00&amp;quot;&lt;br /&gt;
| -.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &amp;quot;I hate you!&amp;quot;&lt;br /&gt;
| -.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''...'''&lt;br /&gt;
| Built-ins:&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-16&lt;br /&gt;
| &amp;quot;Docking operation complete&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| On being udocked.&lt;br /&gt;
| Usually set to 0.01 or so: you do business with them, they like you.&lt;br /&gt;
|-&lt;br /&gt;
| N-15&lt;br /&gt;
| &amp;quot;Please move into a green docking box and press d.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-14&lt;br /&gt;
| &amp;quot;Docking operation begun.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-13&lt;br /&gt;
| &amp;quot;Clearance denied.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-12&lt;br /&gt;
| &amp;quot;Clearance granted.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| docking operations&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-11&lt;br /&gt;
| &amp;quot;No.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| rejecting FG order&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-10&lt;br /&gt;
| &amp;quot;Yes.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| obeying FG order&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-9&lt;br /&gt;
| &amp;quot;Prepare To Be Searched. Maintain Speed and Course.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-8&lt;br /&gt;
| &amp;quot;No contraband detected: You may proceed.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-7&lt;br /&gt;
| &amp;quot;Contraband detected! All units close and engage!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
| Usually is set to -.125 or so. It's in addition to hardcoded &amp;quot;close and engage!&amp;quot; orders and relations.&lt;br /&gt;
See also variables - [[Manual:Config:Advanced:Variables#contraband|AI/ContrabandMadness]], etc.&lt;br /&gt;
|-&lt;br /&gt;
| N-6&lt;br /&gt;
| &amp;quot;Your Course is deviating! Maintain Course!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| contraband scan&lt;br /&gt;
| The patrol also gets upset.&lt;br /&gt;
|-&lt;br /&gt;
| N-5&lt;br /&gt;
| &amp;quot;Request Clearance To Land.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-4&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (killed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-3&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (dealt damage)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-2&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (got damaged)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-1&lt;br /&gt;
| &amp;quot;*hit*&amp;quot;&lt;br /&gt;
| -.2&lt;br /&gt;
| (got hit)&lt;br /&gt;
| Not a communication, just reaction on damage. Still supports friendly/neutral/hostile edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==XML schema description==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''comm'''&amp;gt; ... &amp;lt;/comm&amp;gt;&amp;lt;/code&amp;gt; -- Marks the beginning and end of the XML file.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''node'''&amp;gt; ... &amp;lt;/node&amp;gt;&amp;lt;/code&amp;gt; -- basic data. &lt;br /&gt;
** &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - What they say.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;text1&amp;lt;/code&amp;gt;, etc [string] [&amp;quot;&amp;quot;] - Variant text (to be chosen randomly).&lt;br /&gt;
** &amp;lt;code&amp;gt;relationship&amp;lt;/code&amp;gt; [float] [0.0] - relationship adjustment.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''edge'''&amp;gt; ... &amp;lt;/edge&amp;gt;&amp;lt;/code&amp;gt; -- connection to other nodes. Typically, there are 3 (good-neutral-bad) entries at the top level.&lt;br /&gt;
*** &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt; [int] - linked node's number.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''sound'''&amp;gt; ... &amp;lt;/sound&amp;gt;&amp;lt;/code&amp;gt; -- voice. Sound nodes corresponding to '''text''', '''text1''', etc are simply added in this order&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - OGG file name, relative to '''data/''' (&amp;quot;communications/sounds/lihw/lihw_good-day.ogg&amp;quot;)&lt;br /&gt;
*** &amp;lt;code&amp;gt;gain&amp;lt;/code&amp;gt; [float] [1.0] - relative volume.&lt;br /&gt;
*** &amp;lt;code&amp;gt;sex&amp;lt;/code&amp;gt; [unsigned small int] [0] - {{FIXME}} Support for variant sounds, doesn't seem to be used yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Communications]]&lt;br /&gt;
[[Category:Development|Edit Communications]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19717</id>
		<title>HowTo:Edit Communications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19717"/>
				<updated>2014-03-03T05:31:51Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In-game communications (unit-to-unit chat) are implemented as conversation finite state machine - each state has a set of possible nodes, each node has a text and deltaRelation value. They are defined by XML files in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/communications/ data/communications].&lt;br /&gt;
&lt;br /&gt;
==Nodes: default positions and values==&lt;br /&gt;
Their default positions and purpose we can see in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/vegastrike/src/cmd/ai/communication.cpp#l10 the function creating the default set] and following ones. It have only basic text and relationship adjustment values:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|#&lt;br /&gt;
|'''Node text'''&lt;br /&gt;
|'''Value'''&lt;br /&gt;
|'''Hardcoded'''&lt;br /&gt;
|'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;quot;welcome to cachunkcachunk.com&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| (starting node: Don't link here)&lt;br /&gt;
| Its edges list starting nodes (depending on relations).&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;quot;I love you!&amp;quot;&lt;br /&gt;
| +.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;quot;J00 0wnz m3&amp;quot;&lt;br /&gt;
| +.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;quot;You are cool!&amp;quot;&lt;br /&gt;
| +.06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;quot;You are nice!&amp;quot;&lt;br /&gt;
| +.05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;quot;Ya you're naled! NALED PAL!&amp;quot;&lt;br /&gt;
| -.02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &amp;quot;i 0wnz j00&amp;quot;&lt;br /&gt;
| -.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &amp;quot;I hate you!&amp;quot;&lt;br /&gt;
| -.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''...'''&lt;br /&gt;
| Built-ins:&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-16&lt;br /&gt;
| &amp;quot;Docking operation complete&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| Dock/undock.&lt;br /&gt;
| usually set to 0.01 or so: you do business with them, they like you.&lt;br /&gt;
|-&lt;br /&gt;
| N-15&lt;br /&gt;
| &amp;quot;Please move into a green docking box and press d.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-14&lt;br /&gt;
| &amp;quot;Docking operation begun.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-13&lt;br /&gt;
| &amp;quot;Clearance denied.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-12&lt;br /&gt;
| &amp;quot;Clearance granted.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-11&lt;br /&gt;
| &amp;quot;No.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-10&lt;br /&gt;
| &amp;quot;Yes.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-9&lt;br /&gt;
| &amp;quot;Prepare To Be Searched. Maintain Speed and Course.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-8&lt;br /&gt;
| &amp;quot;No contraband detected: You may proceed.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-7&lt;br /&gt;
| &amp;quot;Contraband detected! All units close and engage!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
| Value is set to -.125 or so. Both &amp;quot;close and engage!&amp;quot; part and relations are hardcoded anyway, though.&lt;br /&gt;
See also variables - [[Manual:Config:Advanced:Variables#contraband|AI/ContrabandMadness]], etc.&lt;br /&gt;
|-&lt;br /&gt;
| N-6&lt;br /&gt;
| &amp;quot;Your Course is deviating! Maintain Course!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-5&lt;br /&gt;
| &amp;quot;Request Clearance To Land.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-4&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (killed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-3&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (dealt damage)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-2&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (got damaged)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-1&lt;br /&gt;
| &amp;quot;*hit*&amp;quot;&lt;br /&gt;
| -.2&lt;br /&gt;
| (got hit)&lt;br /&gt;
| Not a communication, just reaction on damage. Still supports friendly/neutral/hostile edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==XML schema description==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''comm'''&amp;gt; ... &amp;lt;/comm&amp;gt;&amp;lt;/code&amp;gt; -- Marks the beginning and end of the XML file.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''node'''&amp;gt; ... &amp;lt;/node&amp;gt;&amp;lt;/code&amp;gt; -- basic data. &lt;br /&gt;
** &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - What they say.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;text1&amp;lt;/code&amp;gt;, etc [string] [&amp;quot;&amp;quot;] - Variant text (to be chosen randomly).&lt;br /&gt;
** &amp;lt;code&amp;gt;relationship&amp;lt;/code&amp;gt; [float] [0.0] - relationship adjustment.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''edge'''&amp;gt; ... &amp;lt;/edge&amp;gt;&amp;lt;/code&amp;gt; -- connection to other nodes. Typically, there are 3 (good-neutral-bad) entries at the top level.&lt;br /&gt;
*** &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt; [int] - linked node's number.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''sound'''&amp;gt; ... &amp;lt;/sound&amp;gt;&amp;lt;/code&amp;gt; -- voice. Sound nodes corresponding to '''text''', '''text1''', etc are simply added in this order&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - OGG file name, relative to '''data/''' (&amp;quot;communications/sounds/lihw/lihw_good-day.ogg&amp;quot;)&lt;br /&gt;
*** &amp;lt;code&amp;gt;gain&amp;lt;/code&amp;gt; [float] [1.0] - relative volume.&lt;br /&gt;
*** &amp;lt;code&amp;gt;sex&amp;lt;/code&amp;gt; [unsigned small int] [0] - {{FIXME}} Support for variant sounds, doesn't seem to be used yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Communications]]&lt;br /&gt;
[[Category:Development|Edit Communications]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=19716</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=19716"/>
				<updated>2014-03-03T05:25:23Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &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/file] - The location of HQ textures directory, if any.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''UnitCSV'''&amp;lt;/code&amp;gt; [string/file] - The location of units.CSV dile.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;modunits.csv&amp;quot;&amp;lt;/code&amp;gt;&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&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== Base computer ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''high_quality_font_computer'''&amp;lt;/code&amp;gt; [boolean] - Which font type to use for base computer (font.cpp).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - uses stroke font&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; - uses bitmap font&lt;br /&gt;
** =&amp;lt;code&amp;gt;'''high_quality_font'''&amp;lt;/code&amp;gt; =&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;(default)&lt;br /&gt;
* &amp;lt;code&amp;gt;'''open_picker_categories'''&amp;lt;/code&amp;gt; [boolean] - Expands all categories in base computer.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - expands all categories by default.&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 expand the categories.&lt;br /&gt;
&lt;br /&gt;
==== Weapons and shields ====&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, Bolt (only) effects will appear stretched to this fraction of the distance they traveled since the last calculation, compensating for Length - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame.&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 mount models. Mounts with '''xyscale'''=0 or '''zscale'''=0 (in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) are not drawn anyway.&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;
** {{Fixme}} Most need extra setup - renaming (or symlinking) to weapon names. Razor needs resizing (20x times) and some shift, this thing's about the size of Gawain!&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_xyscale'''&amp;lt;/code&amp;gt; [float] - Scaling of mount models, lateral.&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;'''weapon_zscale'''&amp;lt;/code&amp;gt; [float] - Scaling of mount models, longitudal.&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;'''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;'''tractor.scoop'''&amp;lt;/code&amp;gt; [boolean] - Turns on &amp;quot;scooping cone&amp;quot; tractor beams. {{Fixme}} Currently is ''not'' the same as in &amp;lt;code&amp;gt;physics/'''tractor.scoop'''&amp;lt;/code&amp;gt; - this one affects drawing, so you need both.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; No cone, tractor/repulsor beams are processed just like normal beams.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop cone. Corresponds to &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&amp;lt;/code&amp;gt;, but is separate from it.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_alpha_multiplier'''&amp;lt;/code&amp;gt; [float] {{Fixme}} .&lt;br /&gt;
** &amp;lt;code&amp;gt;2.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_long_slices'''&amp;lt;/code&amp;gt; [integer] - Number of slices in a scoop beam cone.&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;'''tractor.scoop_rad_slices'''&amp;lt;/code&amp;gt; [integer] - Number of slices in a scoop beam cone. Must be odd.&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;
&lt;br /&gt;
==== Death ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''show_respawn_text'''&amp;lt;/code&amp;gt; - Prints the fixed text &amp;quot;&amp;lt;span style=&amp;quot;color:#ff5555&amp;quot;&amp;gt;You Have Died!&amp;lt;/span&amp;gt; Press &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;;&amp;lt;/span&amp;gt; (semicolon) to respawn Or Press &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;Esc and 'q'&amp;lt;/span&amp;gt; to quit&amp;quot;. Mostly obsolete due to death screen.&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;'''death_scene_time'''&amp;lt;/code&amp;gt; [float] - Death screen delay (i.e. how long you get to see scattering fragments of your ship).&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''death_menu_script'''&amp;lt;/code&amp;gt; [string/file] - Python script to be executed after &amp;lt;code&amp;gt;'''death_scene_time'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If empty, show &amp;quot;died.sprite&amp;quot;, or if this fails, &amp;quot;died.spr&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Views ====&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;'''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_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;'''draw_cockpit_from_chase_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_panning_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Pan view. HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_target_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Target view. HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_padlock_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Padlock (Pan Inside) view (&amp;quot;Cockpit::ViewTarget&amp;quot; command). HUD-only cockpit doesn't add much without VDUs.&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;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). If used, the only differences are lack of crosshair and view slightly shifted down (as camera is on top of and behind the ship).&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;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Pan view.&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;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Target view.&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;'''draw_vdus_from_padlock_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Padlock view - same as Pan Inside (&amp;quot;Cockpit::ViewTarget&amp;quot; command).&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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== warp graphics ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''only_stretch_in_warp'''&amp;lt;/code&amp;gt; [boolean] - Don't stretch ship models if not in warp.&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;'''warp_stretch_cutoff'''&amp;lt;/code&amp;gt; [float] - Don't stretch ship models if below this velocity. Show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; when velocity raises above this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;500000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;'''warp_stretch_decel_cutoff'''&amp;lt;/code&amp;gt; [float] - Show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; when velocity drops below this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;500000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;'''warp_stretch_max_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&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;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt; [float] - Chooses a different warp stretch formula when velocity is above this.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;240000&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;'''warp_stretch_max'''&amp;lt;/code&amp;gt; [float] - Maximum stretch above &amp;lt;code&amp;gt;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;2&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;'''warp_stretch_region0_max'''&amp;lt;/code&amp;gt; [float] - Maximum stretch up to &amp;lt;code&amp;gt;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt;.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; [string/file] - Animation to show on passing velocity threshold &amp;lt;code&amp;gt;'''warp_stretch_cutoff'''&amp;lt;/code&amp;gt; (up) or &amp;lt;code&amp;gt;'''warp_stretch_decel_cutoff'''&amp;lt;/code&amp;gt; (down).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;warp.ani&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_ani_second_ahead'''&amp;lt;/code&amp;gt; [float] - How far ahead to show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; on acceleration.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_ani_second_ahead_end'''&amp;lt;/code&amp;gt; [float] - How far ahead to show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; on deceleration.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.03&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== startup ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''default_boot_message'''&amp;lt;/code&amp;gt; [string] - Boot message.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''initial_boot_message'''&amp;lt;/code&amp;gt; [string] - Falls back to this if &amp;lt;code&amp;gt;graphics/default_boot_message&amp;lt;/code&amp;gt; is empty.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;Loading...&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''splash_screen'''&amp;lt;/code&amp;gt; [string/file] - Splash screen collection .ani file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;vega_splash.ani&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''splash_audio'''&amp;lt;/code&amp;gt; [string/file] - Sound to play during splash screens.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''main_menu'''&amp;lt;/code&amp;gt; [boolean] - Whether to display the main menu upon boot. Single player game / Multiplayer game / Exit. Missions and thus custom main menu is loaded after that.&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;'''startup_cockpit_view'''&amp;lt;/code&amp;gt; [string] - The view chosen on start.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;front&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;view_target&amp;quot; | &amp;quot;back&amp;quot; | &amp;quot;chase&amp;quot;&amp;lt;/code&amp;gt; - other valid choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== miscellaneous ====&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;'''cockpit_shake'''&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;'''cockpit_shake_max'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;20&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_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;'''shake_limit'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''shake_magnitude'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cockpit_drift_limit'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cockpit_drift_amount'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;0.15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;0.05&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;'''cockpit_drift_ref_accel'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_magnitude'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;0.125&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_ref'''&amp;lt;/code&amp;gt; [float] - Clamped to &amp;gt;=1. {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&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;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - default reflection level, in range 0.0 - 1.0 (1.0 = very shiny)&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;'''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;'''high_quality_font'''&amp;lt;/code&amp;gt; [boolean] - Which font type to use for the HUD (hud.cpp). Standard setup depends on the video card choice.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  - uses stroke font&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; - uses bitmap font&lt;br /&gt;
* &amp;lt;code&amp;gt;'''show_stardate'''&amp;lt;/code&amp;gt; [boolean] - Shows star date in base computer and cargo manifest. &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; - shows star date.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - does not show star date.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''generic_cargo_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected cargo (upgrades). In degrees per second(?).&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;'''cargo_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected cargo (normal). In degrees per second(?).&lt;br /&gt;
** &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected generic cargo (pilot). In degrees per second(?).&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;'''cargo_rotates_at_same_speed'''&amp;lt;/code&amp;gt; [boolean] - {{FIXME}}&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;'''only_scanner_modes_static'''&amp;lt;/code&amp;gt; [boolean] - Static appearing on VDU when damaged is limited to modes Comm, TargetManifest, Target, Nav, View and Webcam.&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;'''draw_docking_boxes'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw docks.&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;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw nav symbol if the target is: a Neutral unit or asteroid or out of range or a celestial object with lights or a jump point (only when &amp;lt;code&amp;gt;'''draw_jump_target_nav_symbol'''&amp;lt;/code&amp;gt;=true). {{FIXME}} Does it even work now?&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;'''draw_jump_target_nav_symbol'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw nav symbol Does anything only if &amp;lt;code&amp;gt;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt;=true. {{FIXME}} Does it even work now?&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;'''lock_significant_target_box'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw lock-box around &amp;quot;significant&amp;quot; targets. Used in cases when &amp;lt;code&amp;gt;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt; isn't.&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; - Target boxes around stations are drawn normally.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Target boxes around stations are always &amp;quot;not locked&amp;quot; even if player's missiles are.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''nav_symbol_size'''&amp;lt;/code&amp;gt; [float] - Nav symbol size. {{FIXME}} Does it even work now?&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''locklight_time'''&amp;lt;/code&amp;gt; [float] - Time to light &amp;quot;Lock&amp;quot; and &amp;quot;Missile Lock&amp;quot; gauges.&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;'''damage_flash_length'''&amp;lt;/code&amp;gt; [float] - Damage flash time.&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;'''flash_behind_hud'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw the damage flash behind or before HUD.&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;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt; [boolean] - Currently a duplicate, use the one in &amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt; instead.&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; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&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;'''UnitSwitchCockpitChange'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;SwitchControl&amp;lt;/small&amp;gt; command changes the cockpit (to appropriate for the new unit, if  &amp;lt;code&amp;gt;'''SwitchCockpitToDefaultOnUnitSwitch'''&amp;lt;/code&amp;gt; is &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;&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;'''SwitchCockpitToDefaultOnUnitSwitch'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;SwitchControl&amp;lt;/small&amp;gt; command changes the cockpit to default.&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;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;'''comm_static'''&amp;lt;/code&amp;gt; [string/file] - Comm static .ani file.&lt;br /&gt;
** &amp;lt;code&amp;gt;static.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;'''can_target_sun'''&amp;lt;/code&amp;gt; [boolean] - Whether stars can be targetted. They don't appear in lists, so only with Pick Target.&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;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;'''can_target_asteroid'''&amp;lt;/code&amp;gt; [boolean] - Whether asteroids can be targetted.&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;'''can_target_cargo'''&amp;lt;/code&amp;gt; [boolean] - Whether cargo can be targetted as units.&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;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;'' Nothing in SVN code.&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;
* &amp;lt;code&amp;gt;'''smooth_lines'''&amp;lt;/code&amp;gt; [boolean] - Whether to smooth while drawing lines.&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;'''smooth_points'''&amp;lt;/code&amp;gt; [boolean] - Whether to smooth while drawing points.&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;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarRange'''&amp;lt;/code&amp;gt;  [float] - Default radar range.&lt;br /&gt;
** &amp;lt;code&amp;gt;20000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;30000000000&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;'''radarType'''&amp;lt;/code&amp;gt; [string] {{Fixme}} - It was completely disabled lately.&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;'''display_warp_energy_if_no_jump_drive'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;WARPENERGY&amp;lt;/small&amp;gt; gauge should be displayed when the ship has no jump drive.&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;'''display_relative_velocity'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;KPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;SETKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXCOMBATKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXCOMBATABKPS&amp;lt;/small&amp;gt; gauges show relative velocity.&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;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [boolean] - 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;'''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  (&amp;quot;Cockpit::Behind&amp;quot; command, 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;'''crosshairs_on_chasecam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw crosshairs in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). Note that crosshairs are noticeably displaced.&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;'''crosshairs_on_padlock'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw crosshairs in Padlock (Pan Inside) view (&amp;quot;Cockpit::ViewTarget&amp;quot; command). {{Fixme}} In the current form, not very useful, since by definition it's centered on the target - and drags crosshairs with it, instead of using them to indicate course and weapons' aim.&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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line (from the target to its ITTS marker).&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;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. {{FIXME}} Currently starts at the selected target's center and extends toward some fixed point. Allows drawLineToTargetsTarget.&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;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your target and its target, if  &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; is enabled. {{FIXME}} Currently does the same as drawLineToTarget.&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;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [boolean] - Does not seem to work (on 7th March 2004). {{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;
* &amp;lt;code&amp;gt;'''text_background_alpha'''&amp;lt;/code&amp;gt; [float] - Sets the opacity of text on the hud display&lt;br /&gt;
** &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; - any positive value between 0.0 (complete transparency) and 1.0 (no trasparency)&lt;br /&gt;
** &amp;lt;code&amp;gt;0.0625&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NavCrossLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of navigation symbols.&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;'''no_auto_light_below'''&amp;lt;/code&amp;gt;  [float] - Don't light &amp;lt;small&amp;gt;AUTOPILOT&amp;lt;/small&amp;gt; gauge if closer than this.&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&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_rendered_crosshairs'''&amp;lt;/code&amp;gt; - Currently duplicated in &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;, but this one overrides.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&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_rendered_crosshairs'''&amp;lt;/code&amp;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;'''debug_position'''&amp;lt;/code&amp;gt; [boolean] - Prints data about the player's ship and target position and velocity.&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;'''draw_weapon_sprite'''&amp;lt;/code&amp;gt; [boolean] - Draw mount locations (in cylindrical projection), over the ship's picture on VDU.&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;
==== Target Boxes ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''BoxLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of target boxes.&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;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt; [boolean] - 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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display.&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;'''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;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt; [boolean] - Display every unit (but not planets / jumps) in boxes.&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; - Only selected target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt; [float] - Minimum target box size.&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;&lt;br /&gt;
&lt;br /&gt;
==== Tactical Target Box ====&lt;br /&gt;
It's drawn on the player's flightgroup target, as given by orders &amp;quot;Defend my target&amp;quot;/&amp;quot;Attack my target&amp;quot;. Or &amp;quot;Form Up&amp;quot;, if you switch ships and look at the one which gave the order.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTacticalTarget'''&amp;lt;/code&amp;gt; [boolean] -  {{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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetThickness'''&amp;lt;/code&amp;gt;  [float] - Line thickness.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetFoci'''&amp;lt;/code&amp;gt;  [float] - How far out middle point of X-lines are.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; centered at the target box's corners.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetLength'''&amp;lt;/code&amp;gt;  [float] - X-lines length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== lock: common ====&lt;br /&gt;
All sizes are relative to the target box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of locking diamond.&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;'''min_lock_box_size'''&amp;lt;/code&amp;gt; [float] - Minimum lock target box size.&lt;br /&gt;
** &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MaxMissileBracketSize'''&amp;lt;/code&amp;gt; [float] - Maximum locking reticle size.&lt;br /&gt;
** &amp;lt;code&amp;gt;2.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MinMissileBracketSize'''&amp;lt;/code&amp;gt; [float] - Minimum locking reticle size.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketSize'''&amp;lt;/code&amp;gt; [float] - Locking reticle brackets (corners/T-arrows) size.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.58&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''LockCenterCrosshair'''&amp;lt;/code&amp;gt; [boolean] - Locking reticle is with the converging crosshair.&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; - Rotating corners converge on the target box, diamond.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Crosshair T-arrows on 4 sides of the target box and stay there.&lt;br /&gt;
&lt;br /&gt;
==== lock reticle: diamond, corners ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondSize'''&amp;lt;/code&amp;gt; [float] - Locking diamond size.&lt;br /&gt;
** &amp;lt;code&amp;gt;2.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondRotationSpeed'''&amp;lt;/code&amp;gt; [float] - Locking diamond rotation.&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;'''LockConfirmLineLength'''&amp;lt;/code&amp;gt;  [float] - Length of the side lines on confirmed lock.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== lock reticle: crosshair arrows ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketWidth'''&amp;lt;/code&amp;gt; [float] - Width of sides for T-arrows.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketInner'''&amp;lt;/code&amp;gt; [boolean] - &amp;quot;T&amp;quot; crossline is on the inner side of converging crosshair reticle.&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;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Sound'''&amp;lt;/code&amp;gt; [boolean] - Sound on.&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;'''Volume'''&amp;lt;/code&amp;gt; [float] - Default volume.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Music'''&amp;lt;/code&amp;gt; [boolean] - Music on.&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;'''music_layers'''&amp;lt;/code&amp;gt; [integer] - Layers.&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;'''music_volume'''&amp;lt;/code&amp;gt; [float] - Default volume.&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;'''music_volume_up_latency'''&amp;lt;/code&amp;gt; [float] - Volume up latency.&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_volume_down_latency'''&amp;lt;/code&amp;gt; [float] - Volume down latency.&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;'''music_muting_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade-out.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_muting_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade-in. {{FIXME}} Should have a separate variable, of course.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_fadein'''&amp;lt;/code&amp;gt; [float] - Fade in. (sound server)&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;'''music_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade out. (sound server)&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;'''cross_fade_music'''&amp;lt;/code&amp;gt; [boolean] - Cross-fading on track change.&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;'''pierce_firewall'''&amp;lt;/code&amp;gt; [boolean] - Sound server pipes.&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;'''frequency'''&amp;lt;/code&amp;gt; [integer] - Sampling frequency.&lt;br /&gt;
** &amp;lt;code&amp;gt;48000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MaxSingleSounds'''&amp;lt;/code&amp;gt; [integer] - Number of channels.&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;'''MaxTotalSounds'''&amp;lt;/code&amp;gt; [integer] - Number of channels.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''sound_gain'''&amp;lt;/code&amp;gt; [float] - Default sound gain.&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Positional'''&amp;lt;/code&amp;gt; [boolean] - Positional sound.&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;'''Doppler'''&amp;lt;/code&amp;gt; [boolean] - Doppler effect.&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;'''DopplerScale'''&amp;lt;/code&amp;gt; [float] - Doppler effect scaling.&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; {{FIXME}}&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; in different places&lt;br /&gt;
&lt;br /&gt;
===context music===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''newssong'''&amp;lt;/code&amp;gt; [string/file] - News (base computer) tune.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/news1.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''missionvictorysong'''&amp;lt;/code&amp;gt; [string/file] - Mission accomplished.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/victory.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loading_sound'''&amp;lt;/code&amp;gt; [string/file] - Loading tune.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/loading.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cache_songs'''&amp;lt;/code&amp;gt; [string/file] - Default pre-cached track. {{FIXME}}&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/land.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''battleplaylist''', '''peaceplaylist''', '''panicplaylist''', '''victoryplaylist''', '''lossplaylist'''&amp;lt;/code&amp;gt; [string/file] - The background music playlists for contexts.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;battle.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;peace.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;panic.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;victory.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;loss.m3u&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shuffle_songs'''&amp;lt;/code&amp;gt; [boolean] - Randomize playlists.&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;'''shuffle_songs.history_depth'''&amp;lt;/code&amp;gt; [float] - Shuffling parameter.&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;'''shuffle_songs.clear_history_on_list_change'''&amp;lt;/code&amp;gt; [boolean] - Shuffling parameter.&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;'''dj_script'''&amp;lt;/code&amp;gt; [string/file] - Python script.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;modules/dj.py&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===event sounds===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_ref_distance'''&amp;lt;/code&amp;gt; [float] - Base distance to sound sources.&lt;br /&gt;
** &amp;lt;code&amp;gt;4000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_max_distance'''&amp;lt;/code&amp;gt; [float] - Maximum distance to sound sources.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_cutoff_distance'''&amp;lt;/code&amp;gt; [float] - Maximum range of sound events.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''high_quality_weapon'''&amp;lt;/code&amp;gt; [boolean] - Weapon sounds are processed separately and don't drown each other, for the player's ship, when in cockpit.&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;'''ai_high_quality_weapon'''&amp;lt;/code&amp;gt; [boolean] - Weapon sounds are processed separately and don't drown each other, for NPC units.&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;'''ai_sound'''&amp;lt;/code&amp;gt; [boolean] - NPC units sound.&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;'''max_range_to_hear_weapon_fire'''&amp;lt;/code&amp;gt; [float] - Maximum distance for weapon sounds.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gain'''&amp;lt;/code&amp;gt; [float] - Weapon sounds gain, for the player's ship, when in cockpit.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''exterior_weapon_gain'''&amp;lt;/code&amp;gt; [float] - Weapon sounds gain.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''min_weapon_sound_refire'''&amp;lt;/code&amp;gt; [float] - Weapon sounds repeating period low cap.&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;'''explosion_closeness'''&amp;lt;/code&amp;gt; [float] - {{FIXME}}&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''automatic_docking_zone'''&amp;lt;/code&amp;gt; [string/file] - Auto landing. It's played as a positioned event unlike the rest of landing sounds in &amp;lt;code&amp;gt;cockpitaudio/&amp;lt;/code&amp;gt; section which are queried as cockpit sounds. {{Fixme}} Currently played with probability 0.5 instead of &amp;lt;code&amp;gt;cockpitaudio/docking_complete&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;automatic_landing_zone.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''damage_factor_for_sound'''&amp;lt;/code&amp;gt; [float] - How much of damage to armor should be done to make a sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''buzzing_needs_afterburner'''&amp;lt;/code&amp;gt; [boolean] - Engine sound: with afterburner only / always.&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;'''afterburner_gain'''&amp;lt;/code&amp;gt; [float] - Engine sound gain.&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;'''buzzing_time'''&amp;lt;/code&amp;gt; [float] - Buzzing-by period.&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;'''buzzing_distance'''&amp;lt;/code&amp;gt; [float] - Buzzing-by distance. If another unit flies closer than this, a buzz is produced.&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;
{{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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_tractor_cargo'''&amp;lt;/code&amp;gt; [string/file] - Play when cargo is tractored in by the ship.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;tractor_onboard.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_tractor_cargo_fromturret'''&amp;lt;/code&amp;gt; [string/file] - Played when cargo is tractored in by the ship's subunit.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;tractor_onboard.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jumpleave'''&amp;lt;/code&amp;gt; [string/file] - Played when jumping.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jumparrive'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_armor_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;bigarmor.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_hull_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;bigarmor.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_shield_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;shieldhit.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_afterburner'''&amp;lt;/code&amp;gt; [string/file] - Afterburner buzz sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx10.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking'''&amp;lt;/code&amp;gt; [string/file] - Locking-in-progress sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locking.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_torp'''&amp;lt;/code&amp;gt; [string/file] - The same, but for weapons with &amp;quot;SPECIALMISSILE&amp;quot; mount flag.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locking.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_trumps_music'''&amp;lt;/code&amp;gt; [boolean] - Mutes music. With comment &amp;quot;//enables spiffy wc2 torpedo music, default to normal though&amp;quot;.&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;'''locking_torp_trumps_music'''&amp;lt;/code&amp;gt; [boolean] - Again, the same for weapons with &amp;quot;SPECIALMISSILE&amp;quot; mount flag.&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;'''locked'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locked.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== default unit sounds ====&lt;br /&gt;
Default values for Sound column in units.csv or XML unit file. {{FIXME}} There are obvious flaws in current &amp;lt;code&amp;gt;unit_xml.cpp&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unit_csv.cpp&amp;lt;/code&amp;gt;, from multi-purpose variables to names discrepancy, to absent default files.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx09.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; shieldhit&lt;br /&gt;
* &amp;lt;code&amp;gt;'''armor'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx08.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; armorhit&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx08.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; hullhit&lt;br /&gt;
* &amp;lt;code&amp;gt;'''explode'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; jump&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;explosion.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; explode&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cloak'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; cloak&lt;br /&gt;
* &amp;lt;code&amp;gt;'''afterburner'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx10.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; engine&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_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;
&lt;br /&gt;
=== startup ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pitch'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&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;'''roll'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&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;'''yaw'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&lt;br /&gt;
** =&amp;lt;code&amp;gt;'''roll'''&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''galaxy'''&amp;lt;/code&amp;gt; [string/file] - Game universe, galaxy definition file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;milky_way.xml&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''default_mission'''&amp;lt;/code&amp;gt; [string/file] - Default mission pathname.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;test/test1.mission&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;main_menu.mission&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''load_last_savegame'''&amp;lt;/code&amp;gt; [boolean] - Loads the savegame on start. Single-player only.&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;
=== miscellanneous ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''remove_impossible_downgrades'''&amp;lt;/code&amp;gt; [boolean] - {{FIXME}}&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;'''PercentageSpeedChangeToFaultSearch'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Related to minimum course deviation to scramble cargo manifest.&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;'''dockingtime'''&amp;lt;/code&amp;gt; [float] - How long the landing clearance stays.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''fuel_docking_fee'''&amp;lt;/code&amp;gt; [float] - If a ship is refueled due to &amp;lt;code&amp;gt;physics/'''MinimumWarpCapToRefuelDockeesAutomatically'''&amp;lt;/code&amp;gt;, take this much credits.&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;'''docking_fee'''&amp;lt;/code&amp;gt; [float] - Take this much credits upon landing.&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== communication ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''CommResponseTime'''&amp;lt;/code&amp;gt; [float] - An average time of communication message processing.&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;&amp;gt; 0.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(enforced minimum)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''talking_faster_helps'''&amp;lt;/code&amp;gt; [boolean]&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; - Spamming messages helps to adjust relations.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Unit will not react if it did not answer previous messages.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''talk_relation_factor'''&amp;lt;/code&amp;gt; [float] - The multiplier for relation adjustments from communications.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''can_dock_to_enemy_base'''&amp;lt;/code&amp;gt; [boolean] - Allows docking to bases even if below &amp;lt;code&amp;gt;min_docking_relationship&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_docking_relationship'''&amp;lt;/code&amp;gt; [float] - Can't dock if the receiving ship's relation with visitor is worse than this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;-.002&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DockedToScript'''&amp;lt;/code&amp;gt; [string/file] - Python script executed every time an unit docks, with the docking ship as &amp;lt;small&amp;gt;ScratchUnit&amp;lt;/small&amp;gt; and the base as its target.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dock_to_area'''&amp;lt;/code&amp;gt; [boolean] - Docking doesn't fail.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts actually perform depends on these parameters.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt; [boolean] - Hardcoded AI scripts are allowed to use afterburner for most basic maneuvers.&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;'''use_afterburner_to_follow'''&amp;lt;/code&amp;gt; - Hardcoded AI scripts are allowed to use afterburner to approach the target in maneuvers such as ''&amp;lt;code&amp;gt;AfterburnTurnTowards[ITTS]&amp;lt;/code&amp;gt;''. The afterburner should be also allowed in &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt; for sub-maneuvers.&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;'''use_afterburner_to_run'''&amp;lt;/code&amp;gt; - Hardcoded AI scripts are allowed to use afterburner to run away via &amp;lt;code&amp;gt;AfterburnTurnAway&amp;lt;/code&amp;gt; maneuver. {{FIXME}} Currently seems to be defunct: will try to afterburn anyway if the afterburner is allowed by &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt;, but uses an order that will not afterburn if prohibited by &amp;lt;code&amp;gt;'''use_afterburner'''&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''evasion_angle'''&amp;lt;/code&amp;gt; [float] - The angle AI turns while evading, via &amp;lt;code&amp;gt;EvadeWavy&amp;lt;/code&amp;gt; maneuver.&lt;br /&gt;
** &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_distance'''&amp;lt;/code&amp;gt; [float] - The common multiplier for distances (also proportional to the sum of the unit's and target's sizes) in &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt; orders.&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;'''loop_around_destination_distance'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;20.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_destination_vertical'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_destination_lateral'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_range_percent_ok'''&amp;lt;/code&amp;gt; [float] - Multiplier to the gun range affecting the preferred distance for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FacePerpendicular&amp;lt;/code&amp;gt;. &lt;br /&gt;
** &amp;lt;code&amp;gt;0.66&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_pursuit_velocity_percent'''&amp;lt;/code&amp;gt; [float] - Velocity adjustment rate for orders &amp;lt;code&amp;gt;LoopAround&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FacePerpendicular&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''roll_order_duration'''&amp;lt;/code&amp;gt; [float] - Duration of steering to the max done by the orders &amp;lt;code&amp;gt;RollLeftHard&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;RollRightHard&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== relations ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''kill_factor'''&amp;lt;/code&amp;gt; [float] - How much relations with a faction is affected by killing their units.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''friend_factor'''&amp;lt;/code&amp;gt; [float] - How much relations with a faction is affected by killing other units (proportional to their relations).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SPEC autopilot ====&lt;br /&gt;
A lot of thing may happen when the player presses &amp;quot;ASAP&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_cone'''&amp;lt;/code&amp;gt; [float] (dot product) - How close the ship should be aimed to the destination's direction to engage SPEC.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_energy_to_enter_warp'''&amp;lt;/code&amp;gt; [float] (warp cap units) - Minimum of warp capacitor energy at which ship will engage SPEC when traveling to a destination.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.33&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''match_velocity_of_pursuant'''&amp;lt;/code&amp;gt; [boolean] - Whether trying to engage SPEC autopilot will double as a command to match speed.&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;'''match_velocity_cone'''&amp;lt;/code&amp;gt; [float] (dot product) - How far the ship should be aimed from the destination's direction to try and match velocity under &amp;lt;code&amp;gt;match_velocity_of_pursuant&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;-0.8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''too_close_for_warp_tactic'''&amp;lt;/code&amp;gt; [float] (m) - How far the target should be to warrant trying warp - the hard limit. {{FIXME}} Except it's broken and &amp;lt;code&amp;gt;too_close_for_warp_in_formation&amp;lt;/code&amp;gt; is mostly used instead whether it should be or not.&lt;br /&gt;
** &amp;lt;code&amp;gt;13000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''too_close_for_warp_in_formation'''&amp;lt;/code&amp;gt; [float] (m) - How far the target should be to warrant trying warp when pursuing a ship - the hard limit.&lt;br /&gt;
** &amp;lt;code&amp;gt;1500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_allowable_travel_time'''&amp;lt;/code&amp;gt; [float] (s) - Used to determine whether it's worth warping to. If the distance to the destination can be covered in this many seconds on the ship's maximum combat speed, it's not worth warping. If it can't be reached in 5x this time, it is worth warping. In between, SPEC will not be engaged if it's so close that there will be no time to ramp it down (check &amp;lt;code&amp;gt;autopilot_ramp_warp_down&amp;lt;/code&amp;gt; and compare warp travel time with &amp;lt;code&amp;gt;warprampdowntime&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== contraband ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ContrabandMadness'''&amp;lt;/code&amp;gt; [int] - How much AI get mad at smugglers, as an equivalent of hitting them this many times.&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;'''num_contraband_scans_per_search'''&amp;lt;/code&amp;gt; [float] - the number of cargo entries checked for contraband.&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;'''PercentageSpeedChangeToStopSearch'''&amp;lt;/code&amp;gt; [float] - relative change in velocity foiling the search (and annoying the patrol).&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;'''max_faction_contraband_relation'''&amp;lt;/code&amp;gt; [float] - When contraband is detected, if relation with the patrol's faction drops to this value if it was better.&lt;br /&gt;
** &amp;lt;code&amp;gt;-.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''faction_contraband_relation_adjust'''&amp;lt;/code&amp;gt; [float] - When contraband is detected, relation with the patrol's faction worse than &amp;lt;code&amp;gt;max_faction_contraband_relation&amp;lt;/code&amp;gt; get this adjustment.&lt;br /&gt;
** &amp;lt;code&amp;gt;-.025&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== miscellaneous ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dockOnLoad'''&amp;lt;/code&amp;gt; [boolean] - Whether the player's ship is docked upon loading. No efffect in network game.&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;'''eject_attacks'''&amp;lt;/code&amp;gt; [boolean] - Whether ejected pilots has aggresive AI.&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;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''EscortDistance'''&amp;lt;/code&amp;gt; [float] - The base distance from the leader unit AI will try to reach while executing &amp;quot;form on my wing&amp;quot; and &amp;quot;prepare for tractoring&amp;quot; orders: this value times the sum of leader's and unit's sizes.&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;'''TurnLeaderDist'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Another distance multiplier used to execute &amp;quot;form on my wing&amp;quot;, &amp;quot;prepare for tractoring&amp;quot; and &amp;quot;pick up an ejected pilot&amp;quot; orders.&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;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MissileProbability'''&amp;lt;/code&amp;gt; [float] - How likely AI is to fire a missile, if it's already locked. Appliable to turrets as well.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Aggressivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TurretDotCutoff'''&amp;lt;/code&amp;gt; [float] - How much the turret should be turned toward the target to make an attack decision. The dot product of a turret's normal (or it seems so) and the vector to a target is compared to this value, hence the name.&lt;br /&gt;
** &amp;lt;code&amp;gt;.4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''InWeaponRange'''&amp;lt;/code&amp;gt; [float] - How close relative to a weapon's range the target should be to make an attack decision.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.2&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;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''filter_expensive_cargo'''&amp;lt;/code&amp;gt; [boolean] - Filter from the upgrades list all cargo too expensive to buy.&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;'''min_cargo_price'''&amp;lt;/code&amp;gt; [float] - Absolute minimum value of cargo.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_price_quant_adj'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''min_price_quant_adj'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''price_quant_adj_power'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''price_recenter_factor'''&amp;lt;/code&amp;gt; [float] - Weight for averaging random prices. With 0 random deviation is full, with 1 it will be halved, etc.&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; - Cargo Price = Basic price&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;master_part_list.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt; * (price&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt; - pricestddev&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt;) + 2*(0..1)*pricestddev&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt;  {{Fixme}} - which is wrong.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''space_junk_price'''&amp;lt;/code&amp;gt; [float] - Default price for &amp;quot;Space junk&amp;quot;.&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;'''news_from_cargolist'''&amp;lt;/code&amp;gt; [boolean] - Generate news from mission list as opposed to saved games. Disabled in network games.&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== autopilot and teleport ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ai_pilot_when_in_turret'''&amp;lt;/code&amp;gt; [boolean] - Switching to turret will let AI pilot the ship, just like switching to another ship does.&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;'''autopilot_terminate'''&amp;lt;/code&amp;gt; [boolean] - Autopilot stops at a distance from the destination defined in &amp;lt;code&amp;gt;'''auto_pilot_termination_distance'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;'''auto_pilot_termination_distance_enemy'''&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''auto_pilot_termination_distance'''&amp;lt;/code&amp;gt; [float] - Distance to the destination. It takes into account the closest docking port (if any), which for planets adds &amp;lt;code&amp;gt;'''planet_port_min_size'''&amp;lt;/code&amp;gt;*radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;6000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''auto_pilot_termination_distance_enemy'''&amp;lt;/code&amp;gt; [float]&lt;br /&gt;
** &amp;lt;code&amp;gt;24000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; {{Fixme}} &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; for autopilot. Used if the destination targets the unit&lt;br /&gt;
** =&amp;lt;code&amp;gt;auto_pilot_termination_distance&amp;lt;/code&amp;gt; {{Fixme}} &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; for insystem jumps. Seriously, it's defined through another variable.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''can_auto_through_planets'''&amp;lt;/code&amp;gt; [boolean] - Used only if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''teleport_autopilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;false&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; [float] - Multiplier for basic jump energy (&amp;lt;code&amp;gt;x 100 MJ&amp;lt;/code&amp;gt;), if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Also, the measure of SPEC drive power (this much energy is expended in )&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; [boolean] - Whether local teleport is allowed.&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;'''teleport_autopilot'''&amp;lt;/code&amp;gt; [boolean] - Teleport, used only if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&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;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;'''friendly_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''neutral_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&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;'''hostile_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_asteroid_distance'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;-100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SPEC ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed equals &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; (default 0.1) &amp;lt;code&amp;gt;x 100 MJ&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''fuel_equals_warp'''&amp;lt;/code&amp;gt; [boolean] - Whether warpenergy = fuel. Internally named &amp;quot;WCfuelhack&amp;quot;.&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;'''warpMaxEfVel'''&amp;lt;/code&amp;gt; [float] - Maximum velocity with SPEC.&lt;br /&gt;
** &amp;lt;code&amp;gt;2960881320&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;29202510832.6&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpMultiplierMin'''&amp;lt;/code&amp;gt; [float] - Minimum warp speed multiplier. Multiplied by the ship's Warp_Min_Multiplier value.&lt;br /&gt;
** &amp;lt;code&amp;gt;9.86960440109&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpMultiplierMax'''&amp;lt;/code&amp;gt; [float] - Maximum warp speed multiplier. Multiplied by the ship's Warp_Max_Multiplier value.&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autopilot_ramp_warp_down'''&amp;lt;/code&amp;gt; [boolean] - Whether autopilot should consider ramp down time.&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;'''warprampuptime'''&amp;lt;/code&amp;gt; [float] - Time to change warp multiplier from 1.0 to maximum possible at this location when SPEC is activated.&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;'''computerwarprampuptime'''&amp;lt;/code&amp;gt; [float] - As &amp;lt;code&amp;gt;physics/warprampuptime&amp;lt;/code&amp;gt;, but for non-player units.&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;'''warprampdowntime'''&amp;lt;/code&amp;gt; [float] - Time to change warp multiplier from maximum possible at this location down to 1.0 when SPEC is deactivated.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''minwarpeffectsize'''&amp;lt;/code&amp;gt; [float] - Minimum size of the other objects for warp interdiction purpose (everything is considered having radial size no less than this).&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxwarpeffectsize'''&amp;lt;/code&amp;gt; [float] - Maximum size of the other objects for warp interdiction purpose (everything is considered having radial size no more than this).&lt;br /&gt;
** &amp;lt;code&amp;gt;10000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;3000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpcurvedegree'''&amp;lt;/code&amp;gt; [float] - Warp interdiction effect between &amp;lt;code&amp;gt;warpregion0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;warpregion1&amp;lt;/code&amp;gt; is proportional to distance to the object in this power.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpregion0'''&amp;lt;/code&amp;gt; [float] - The distance (counted from radial size - real or &amp;lt;code&amp;gt;minwarpeffectsize&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;maxwarpeffectsize&amp;lt;/code&amp;gt;) at which warp multiplier equals 1.0 - i.e. absolute no-warp range.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpregion1'''&amp;lt;/code&amp;gt; [float] - The sample point value - distance at which warp multiplier equals &amp;lt;code&amp;gt;warpcruisemult&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default, default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpcruisemult'''&amp;lt;/code&amp;gt; [float] - The sample point value - warp multiplier limit at the distance of &amp;lt;code&amp;gt;warpregion1&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;15000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_energy_multiplier'''&amp;lt;/code&amp;gt; [float] - Rate of reactor to warp capacitor energy scales.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.12&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''undock_turn_away'''&amp;lt;/code&amp;gt; [boolean] - Whether a ship is turned away from the host unit when it undocks, ''along the line between their centers'' (!). Setting this to &amp;quot;false&amp;quot; helps in case of consistent death-by-collision on undocking (such as while flying big ships).&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;'''MinimumWarpCapToRefuelDockeesAutomatically'''&amp;lt;/code&amp;gt; [float] - An unit with warp capacitance of this value or more refills warp capacitor of a ship docksing to it. With a few extra conditions. If &amp;lt;code&amp;gt;physics/'''fuel_equals_warp'''&amp;lt;/code&amp;gt; (a.k.a. WCfuelhack), will refill fuel instead. Also, will take &amp;lt;code&amp;gt;general/'''fuel_docking_fee'''&amp;lt;/code&amp;gt; Cr for this. Comment: &amp;quot;//BUCO! This needs its own units.csv column to see how much we refill!&amp;quot;&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;'''docking_time'''&amp;lt;/code&amp;gt; [float] - Timer for docking operations. {{Fixme}}&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;'''un_docking_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dock_with_clear_planets'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''unit_collision_docks'''&amp;lt;/code&amp;gt; [boolean] -  Collision of player's ship with a base docks the ship without damage.&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;'''only_hangar_collision_docks'''&amp;lt;/code&amp;gt; [boolean] - Only the base's dock areas work in &amp;lt;code&amp;gt;'''unit_collision_docks'''&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;
==== auto-docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingExcludeList'''&amp;lt;/code&amp;gt; [string] - Won't perform auto-landing on units with this in their names. List separated with spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingExcludeWarningList'''&amp;lt;/code&amp;gt; [string] - Will warn when approach within &amp;lt;code&amp;gt;'''AutoLandingWarningDistance'''&amp;lt;/code&amp;gt; of units with this in their names. List separated with spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingDockDistance'''&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;'''AutoLandingWarningDistance'''&amp;lt;/code&amp;gt; [float] - Units tells &amp;lt;code&amp;gt;graphics/automatic_landing_zone_warning_text&amp;lt;/code&amp;gt; to a ship approaching within the distance if they are not excluded.&lt;br /&gt;
** &amp;lt;code&amp;gt;350&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingMoveDistance'''&amp;lt;/code&amp;gt; [float] - Unit is moved this far if trying to auto-dock after warnings.&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;'''AutoLandingDisplaceDistance'''&amp;lt;/code&amp;gt; [float] - Capture zone of auto-landing ports.&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;'''unit_default_autodock_radius'''&amp;lt;/code&amp;gt; [float] - The unit radius for auto-docking. If a planet, its radius is unsed instead.&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;'''use_unit_autodock_radius'''&amp;lt;/code&amp;gt; [boolean] - Whether to add the unit's radius to &amp;lt;code&amp;gt;'''unit_default_autodock_radius'''&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;
==== collisions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cargo_deals_collide_damage'''&amp;lt;/code&amp;gt; [boolean] - Whether moving cargo containers are dangerous. When tractors are used, it should be picked up before collision anyway, just like ships.&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;'''collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;10000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_angle'''&amp;lt;/code&amp;gt; [float] - Angle (degrees) where &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; applies. &lt;br /&gt;
** &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} In &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_angle'''&amp;lt;/code&amp;gt; cone, applied instead of &amp;lt;code&amp;gt;'''collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt;, if greater.&lt;br /&gt;
** &amp;lt;code&amp;gt;200000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - Collision panic time: a ship tries to match velocity and un-ram if collided with another unit, overriding the flight computer but not manual thrust. Also, lights &amp;quot;Collision&amp;quot; gauge in cockpit.&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;'''collisionDamageToAI'''&amp;lt;/code&amp;gt; [boolean] - Whether the damage applies at all if neither colliding unit is player ship or a missile. Comment: //HACK: Stupid AI ships always crash into each other.&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;'''inelastic_scale'''&amp;lt;/code&amp;gt; [float] - How elastic unit-unit collisions are. With 0 units will stick and suffer maximum damage, with 1 units will bounce and take no damage.&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;'''maxCollisionForceMultiplier'''&amp;lt;/code&amp;gt; [float] - How hard collisions move a ship. //value, in seconds of desired maximum recovery time&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;'''maxCollisionTorqueMultiplier'''&amp;lt;/code&amp;gt; [float] - How hard collisions turn a ship. //value, in seconds of desired maximum recovery time&lt;br /&gt;
** &amp;lt;code&amp;gt;0.67&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''minimum_time_between_recorded_player_collisions'''&amp;lt;/code&amp;gt; [float] - Prevents uncontrollable bouncing for player. Changes only torque/force effect, but not elastic rebound or damage.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''no_unit_collisions'''&amp;lt;/code&amp;gt; [boolean] - Units are not checked for collision, just like killed units.&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;'''smallest_subunit_to_collide'''&amp;lt;/code&amp;gt; [float] - The smallest subunit radial size to check for collision.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''sphere_collision'''&amp;lt;/code&amp;gt; [boolean] - Whether units' ray collision checks (collision with ray / bolt) are simplified by skipping extra collision trees when the sphere is not hit. {{Fixme}} This can miss things like subunits sticking out.&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;'''collision_damage_scale'''&amp;lt;/code&amp;gt; [float] - Scaling damage from collisions.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== ejected cargo and pilots ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cargo_live_time'''&amp;lt;/code&amp;gt; [float] - Cargo containers' autonomy time.&lt;br /&gt;
** &amp;lt;code&amp;gt;600&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_cargo_speed'''&amp;lt;/code&amp;gt; [float] - Ejection speed multiplier.&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;'''eject_distance'''&amp;lt;/code&amp;gt; [float] - How far cargo and pilots spawn if ejected from the ship with dock.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_live_time'''&amp;lt;/code&amp;gt; [float] - How much time ejected pilots have.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default - server)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;200&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default - not server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_cargo_mass'''&amp;lt;/code&amp;gt; [boolean] - Ship mass properly inreases when cargo is added and decreases when cargo is removed.&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;
&lt;br /&gt;
==== killed units ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''debris_time'''&amp;lt;/code&amp;gt; [float] - Lifetime of debris from exploding units.&lt;br /&gt;
** &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_cargo_on_blowup'''&amp;lt;/code&amp;gt; [float] - Part of cargo ejected from exploding units. {{Fixme}} Should do nothing if 0, but the cargo appears anyway. Possibly drops upgrades listed in cargo.&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;'''explosion_damage_center'''&amp;lt;/code&amp;gt; [float] - Scaling multiplier for damage radius of exploding units.&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;'''eject_cargo_percent'''&amp;lt;/code&amp;gt; [float] [0..1] - Probability of a cargo item being dropped on kill. Not actually %.&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;'''max_dumped_cargo'''&amp;lt;/code&amp;gt; [integer] - Maximum cargo items dropped on kill.&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hull_damage_to_eject'''&amp;lt;/code&amp;gt; [float] - Damage (negative, i.e. overkill value) preventing pilot auto-ejection.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autoeject_percent'''&amp;lt;/code&amp;gt; [float] [0..1] - Probability of pilot auto-ejection on kill. Not actually %.&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;'''player_autoeject'''&amp;lt;/code&amp;gt; [boolean] - Whether pilot auto-ejection works on player ships.&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;
&lt;br /&gt;
==== radars ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autotracking'''&amp;lt;/code&amp;gt; [float] - Default tracking cone.&lt;br /&gt;
** &amp;lt;code&amp;gt;.93&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''lock_cone'''&amp;lt;/code&amp;gt; [float] - Default locking cone.&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;'''use_upgrade_template_maxrange'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''capship_size'''&amp;lt;/code&amp;gt; [float] - Ships (but not bases) below this size are not detected beyond the radar range.&lt;br /&gt;
** &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== shields ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shields_in_spec'''&amp;lt;/code&amp;gt; [boolean] - Whether shields work in SPEC normally.&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;'''shield_energy_capacitance'''&amp;lt;/code&amp;gt; [float] - Energy efficiency of shields.&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;'''engine_energy_priority'''&amp;lt;/code&amp;gt; [boolean] - Whether the shield has ''maximum'' energy priority (power production is counted ''immediately before'' its consumption calculation); otherwise it has ''minimum'' priority (as energy production is counted before SPEC and the main capacitor with whatever may grab it from there first, but ''immediately after'' shield).&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;'''shield_maintenance_charge'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Shield maintainance cost.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''max_shield_lowers_capacitance'''&amp;lt;/code&amp;gt; [boolean] - Whether shields value counts against main caps.&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;'''max_shield_recharge_drain'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} If non-zero, adds extra shield drain = this portion of shields' maximum (average by sectors) * Shield_Efficiency. Does nothing when &amp;lt;code&amp;gt;shields_require_passive_recharge_maintenance&amp;lt;/code&amp;gt; is on.&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;'''shields_require_passive_recharge_maintenance'''&amp;lt;/code&amp;gt; [boolean] - Shields drain power to stay on. {{FIXME}} Does nothing except disabling effect of &amp;lt;code&amp;gt;max_shield_recharge_drain&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;max_shield_lowers_capacitance&amp;lt;/code&amp;gt; on shield maintainance.&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;'''speeding_discharge'''&amp;lt;/code&amp;gt; [float] - The discharge rate for shields when not powered.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_shield_speeding_discharge'''&amp;lt;/code&amp;gt; [float] - The lower energy limit below which discharge doesn't happen.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== trading and missions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''allow_mission_abort'''&amp;lt;/code&amp;gt; [boolean] - Abort missions from mission computer.&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;'''cargo_wingmen_only_with_dockport'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;starships&amp;quot; cargo category is disabled unless the ship has dock.&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;'''dockport_allows_ugrade_storage'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;upgrades&amp;quot; cargo category is enabled if the ship has dock.&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;'''starships_as_cargo'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;starships&amp;quot; and &amp;quot;starship&amp;quot; cargo categories are enabled.&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;
&lt;br /&gt;
==== upgrades and repair ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''indestructable_cargo_items'''&amp;lt;/code&amp;gt; [string] - List of non-damageable upgrades.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''separate_system_flakiness_component'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} handling downgrades.&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;'''indiscriminate_system_destruction'''&amp;lt;/code&amp;gt; [float] - Random system damage rate.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''damage_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + &amp;lt;code&amp;gt;definite_damage_chance&amp;lt;/code&amp;gt; ), for NPC ships.&lt;br /&gt;
** &amp;lt;code&amp;gt;.005&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''damage_player_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + &amp;lt;code&amp;gt;definite_damage_chance&amp;lt;/code&amp;gt; ), for player ships.&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;'''definite_damage_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability minimum (added to damage/maxhull).&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;'''component_based_upgrades'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} Controls the way upgrades are repaired.&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;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;'''hud_repair_unit'''&amp;lt;/code&amp;gt; [float] - HUD functionality repair per tick.&lt;br /&gt;
** &amp;lt;code&amp;gt;.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - 4 steps from total damage to okay.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mount_repair_unit'''&amp;lt;/code&amp;gt; [float] - Mount functionality repair per tick.&lt;br /&gt;
** &amp;lt;code&amp;gt;.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - 4 steps from total damage to okay.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''must_repair_to_sell'''&amp;lt;/code&amp;gt; [boolean] - Disallows selling upgrades while damaged, except in &amp;quot;EMERGENCY MODE&amp;quot;.&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;'''only_show_best_downgrade'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''RepairDroidTime'''&amp;lt;/code&amp;gt; [float] - Period of upgrade repair ticks.&lt;br /&gt;
** &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RepairDroidCheckTime'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Does nothing, repair droid works as long as it's &amp;gt;0.&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;'''repair_price'''&amp;lt;/code&amp;gt; [float] - The price of &amp;quot;Basic repair&amp;quot;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shipping_price'''&amp;lt;/code&amp;gt; [float] - Delivery price for ships in &amp;quot;My Fleet&amp;quot; located in other systems.&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== universe ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''density_of_rock'''&amp;lt;/code&amp;gt; [float] - Defines hull points and mass of celestial objects other than wormholes, after the radius is defined.&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;'''density_of_jump_point'''&amp;lt;/code&amp;gt; [float] - Defines hull points and mass (100000 times less) of celestial objects other than wormholes, after the radius is defined.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''nebula_space_drag'''&amp;lt;/code&amp;gt; [float] - Velocity decay rate of a nebula.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''orbit_averaging'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_ejection_stophack'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Maximum planet velocity.&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&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;'''planet_port_size'''&amp;lt;/code&amp;gt; [float]- The size of a planet's &amp;quot;outside dock&amp;quot; area, relative to its radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_port_min_size'''&amp;lt;/code&amp;gt; [float]- The minimum size of a planet's &amp;quot;outside dock&amp;quot; area, on top of its radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;300&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planets_can_have_subunits'''&amp;lt;/code&amp;gt; [boolean] - Allows adding planetary defenses (&amp;quot;Defense_grid&amp;quot;), also allows launching fighters from planets.&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;'''planets_always_neutral'''&amp;lt;/code&amp;gt; [boolean] - All planets are asigned Neutral faction.&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;
&lt;br /&gt;
==== weapons and damage ====&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;'''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;'''missile_bounce'''&amp;lt;/code&amp;gt; [boolean] - Whether missiles suffer an elastic collision.&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; - Normally they detonate immediately.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (in current VS, only Jackhammer) will expend it. 1 charge is spent each activation, no partial ammo for shots shorter than &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; time.&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;'''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;'''kilojoules_per_unit_damage'''&amp;lt;/code&amp;gt; [float] - Relation between energy and hitpoints. Matters for indication and damage from inelastic collision.&lt;br /&gt;
** &amp;lt;code&amp;gt;5400&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop'''&amp;lt;/code&amp;gt; [boolean] - Whether tractor beams can scoop. {{Fixme}} Currently is not the same as in &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt; - it affects capture.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; Scoop is done via units collision and tractor/repulsor beams are processed like non-damaging normal beams.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_angle'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop-able cone. Corresponds to, but separate from &amp;lt;code&amp;gt;graphics/'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''system_damage_on_armor'''&amp;lt;/code&amp;gt; [boolean] - system/cargo/upgrade damage happens on armor hit instead of only hull hit.&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;'''disabling_weapon_constant'''&amp;lt;/code&amp;gt; [float] - Multiplier for effect of hull hit by disabling weapons (LifeSupportFunctionality damage instead of hull damage).&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;
&lt;br /&gt;
==== difficulty ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''difficulty_based_shield_recharge'''&amp;lt;/code&amp;gt; [boolean] - Shield recharge rate is multiplied by &amp;lt;code&amp;gt;/difficulty&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;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&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;'''difficulty_based_enemy_damage'''&amp;lt;/code&amp;gt; [boolean] - Any non-collision damage to units other than PC's ship is multiplied by &amp;lt;code&amp;gt;/difficulty&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;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&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;'''difficulty_speed_exponent'''&amp;lt;/code&amp;gt; [float] - Set speed exponent ( multiplier = &amp;lt;code&amp;gt;/difficulty&amp;lt;/code&amp;gt; ^ &amp;lt;code&amp;gt;physics/difficulty_speed_exponent&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;0&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;'''game_accel'''&amp;lt;/code&amp;gt; [float] - Changed by setup program, depends on difficulty setting. Real accelerations rate is  &amp;lt;code&amp;gt;'''game_accel'''&amp;lt;/code&amp;gt;*&amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt;.&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'''&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;false&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;true&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;
==== miscellaneous ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''noSPECJUMP'''&amp;lt;/code&amp;gt; [boolean] - While SPEC is on, jumping and docking (both in and out) are disabled.&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;'''default_shield_tightness'''&amp;lt;/code&amp;gt; [float] - Default &amp;lt;code&amp;gt;shieldtight&amp;lt;/code&amp;gt; parameter for ships (affects damage FX only). Comment: &amp;quot;//are shields tight to the hull.  zero means bubble&amp;quot;; currently can be set only in unit XML and de-facto replaced by shield mesh. Comment: &amp;quot;//BUCO! Must add shield tightness back into units.csv for great justice.&amp;quot;&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;'''simulate_while_docked'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} Life continues while the unit is docked. If there's more than 1 player, it continues anyway.&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;'''PlayerTractorabilityMask'''&amp;lt;/code&amp;gt; [string] - Tractorability mask additionally applied to the player's ship. &amp;quot;p&amp;quot;|&amp;quot;P&amp;quot; adds push, &amp;quot;i&amp;quot;|&amp;quot;I&amp;quot; adds tractor in, empty string gives push-only, unrecognized gives immunity.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;p&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jump_damage_multiplier'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Jump damage appears to be defunct now. According to the code, it should be present in network game if jump drive is damaged.&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;'''max_jump_damage'''&amp;lt;/code&amp;gt; [float] - Absolute maximum value of jump damage. {{Fixme}} Jump damage appears to be defunct now. According to the code, it should be present in network game if jump drive is damaged.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxNPCrot'''&amp;lt;/code&amp;gt; [float] - Maximum rotation rate for a NPC unit.&lt;br /&gt;
** &amp;lt;code&amp;gt;360&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxplayerrot'''&amp;lt;/code&amp;gt; [float] - Maximum rotation rate for a player starship.&lt;br /&gt;
** &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''FMEC_exit_vel'''&amp;lt;/code&amp;gt; [float] - Inverse exhaust velocity (ideal).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.0000002&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; (Vex = 1/5000000 ≈ 1/60 C) //1/5,000,000 m/s&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DeuteriumRelativeEfficiency_Lithium'''&amp;lt;/code&amp;gt; [float] - Reaction efficiency. The reaction is supposed to be Li-6 + Li-6 fusion with efficiency governed by the getFuelUsage multiplier. getFuelUsage = physics/FuelUsage or physics/AfterburnerFuelUsage. Fuel consumption is ~ GetFuelUsage * FMEC_exit_vel / DeuteriumRelativeEfficiency_Lithium.&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;'''LithiumRelativeEfficiency_Lithium'''&amp;lt;/code&amp;gt; [float] - Reaction efficiency. The reaction is supposed to be Li-6 + D fusion. Fuel consumption is ~ physics/FuelUsage * FMEC_exit_vel / LithiumRelativeEfficiency_Lithium. (for orientation thrusters)&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;'''FuelUsage'''&amp;lt;/code&amp;gt; [float] - Multiplier for normal fuel usage.&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;'''AfterburnerFuelUsage'''&amp;lt;/code&amp;gt; [float] - Multiplier for afterburner fuel usage.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NoFuelThrust'''&amp;lt;/code&amp;gt; [float] - Multiplier for clamping set maximum velocity when out of fuel.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NoFuelAfterburn'''&amp;lt;/code&amp;gt; [float] - Multiplier for clamping set maximum afterburner velocity (only part above set normal velocity) when out of fuel. E.g. if AB_speedlimit=2*speedlimit, defaults give 0.4*speedlimit + 0.1*(AB_speedlimit-speedlimit) = 0.5 speedlimit with afterburner.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''VariableFuelConsumption'''&amp;lt;/code&amp;gt; [boolean] - Whether to get afterburner fuel consumption from the unit's &amp;lt;code&amp;gt;Afterburner_Usage_Cost&amp;lt;/code&amp;gt; instead of calculating it from thrust and &amp;lt;code&amp;gt;'''AfterburnerFuelUsage'''&amp;lt;/code&amp;gt; - ''only for Type 1 (more fuel) afterburner''.&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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_ecm'''&amp;lt;/code&amp;gt; [int] - Maximum ECM_Rating, which ''always'' jams missiles.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_lost_target_live_time'''&amp;lt;/code&amp;gt; [float] - Missile lifetime limit after ECM breaks lock.&lt;br /&gt;
** &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''UnitTable'''&amp;lt;/code&amp;gt; [boolean] - Whether to save units in separate files (''save dir''/''unit name''.csv).&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; Saves the changes in the unit via XML unitwriter, currently also iterates subunits.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''combat_speed_boost'''&amp;lt;/code&amp;gt; [float] - Velocity governor scaling for combat mode/travel mode.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_hidden_cargo_space'''&amp;lt;/code&amp;gt; [boolean] - Uses ships' HiddenCargoVolume to defy contraband scans. {{FIXME}} Not actually used in data yet.&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;'''contraband_assist_range'''&amp;lt;/code&amp;gt; [float] - When contraband is detected, the patrol ship's allies within this range join the beating.&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;Priorities&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;economics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''upgrade_sellback_price'''&amp;lt;/code&amp;gt; [float] - The price rate for selling ship hardware.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ship_sellback_price'''&amp;lt;/code&amp;gt; [float] - The price rate for selling ships.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&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;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;
==&amp;lt;code&amp;gt;no section&amp;lt;/code&amp;gt;==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''savegame'''&amp;lt;/code&amp;gt; [string/file] - Default savegame to load with &amp;lt;code&amp;gt;'''general/load_last_savegame'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;'''difficulty'''&amp;lt;/code&amp;gt; [float] - Difficulty value tweaking several game parameters (see &amp;lt;code&amp;gt;physics/&amp;lt;/code&amp;gt; section).&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;
{{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>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19715</id>
		<title>HowTo:Edit Communications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Communications&amp;diff=19715"/>
				<updated>2014-03-03T04:43:38Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: Created page with &amp;quot;In-game communications (unit-to-unit chat) are implemented as conversation finite state machine - each state has a set of possible nodes, each node has a text and deltaRelation v...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In-game communications (unit-to-unit chat) are implemented as conversation finite state machine - each state has a set of possible nodes, each node has a text and deltaRelation value. They are defined by XML files in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/communications/ data/communications].&lt;br /&gt;
&lt;br /&gt;
==Nodes: default positions and values==&lt;br /&gt;
Their default positions and purpose we can see in [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/vegastrike/src/cmd/ai/communication.cpp#l10 the function creating the default set] and following ones. It have only basic text and relationship adjustment values:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|#&lt;br /&gt;
|'''Node text'''&lt;br /&gt;
|'''Value'''&lt;br /&gt;
|'''Hardcoded'''&lt;br /&gt;
|'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0'''&lt;br /&gt;
| &amp;quot;welcome to cachunkcachunk.com&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| (starting node: Don't link here)&lt;br /&gt;
| Its edges list starting nodes (depending on relations).&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| &amp;quot;I love you!&amp;quot;&lt;br /&gt;
| +.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &amp;quot;J00 0wnz m3&amp;quot;&lt;br /&gt;
| +.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;quot;You are cool!&amp;quot;&lt;br /&gt;
| +.06&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;quot;You are nice!&amp;quot;&lt;br /&gt;
| +.05&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;quot;Ya you're naled! NALED PAL!&amp;quot;&lt;br /&gt;
| -.02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &amp;quot;i 0wnz j00&amp;quot;&lt;br /&gt;
| -.08&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &amp;quot;I hate you!&amp;quot;&lt;br /&gt;
| -.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''...'''&lt;br /&gt;
| Built-ins:&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-16&lt;br /&gt;
| &amp;quot;Docking operation complete&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| Dock/undock.&lt;br /&gt;
| usually set to 0.01 or so: you do business with them, they like you.&lt;br /&gt;
|-&lt;br /&gt;
| N-15&lt;br /&gt;
| &amp;quot;Please move into a green docking box and press d.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-14&lt;br /&gt;
| &amp;quot;Docking operation begun.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-13&lt;br /&gt;
| &amp;quot;Clearance denied.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-12&lt;br /&gt;
| &amp;quot;Clearance granted.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-11&lt;br /&gt;
| &amp;quot;No.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-10&lt;br /&gt;
| &amp;quot;Yes.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-9&lt;br /&gt;
| &amp;quot;Prepare To Be Searched. Maintain Speed and Course.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-8&lt;br /&gt;
| &amp;quot;No contraband detected: You may proceed.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-7&lt;br /&gt;
| &amp;quot;Contraband detected! All units close and engage!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
| Value is set to -.125 or so. The actual &amp;quot;engage&amp;quot; part is done via ship relations.&lt;br /&gt;
|-&lt;br /&gt;
| N-6&lt;br /&gt;
| &amp;quot;Your Course is deviating! Maintain Course!&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-5&lt;br /&gt;
| &amp;quot;Request Clearance To Land.&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-4&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (killed)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-3&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (dealt damage)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-2&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| (got damaged)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| N-1&lt;br /&gt;
| &amp;quot;*hit*&amp;quot;&lt;br /&gt;
| -.2&lt;br /&gt;
| (got hit)&lt;br /&gt;
| Not a communication, just reaction on damage. Still supports friendly/neutral/hostile edges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==XML schema description==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''comm'''&amp;gt; ... &amp;lt;/comm&amp;gt;&amp;lt;/code&amp;gt; -- Marks the beginning and end of the XML file.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''node'''&amp;gt; ... &amp;lt;/node&amp;gt;&amp;lt;/code&amp;gt; -- basic data. &lt;br /&gt;
** &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - What they say.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;text1&amp;lt;/code&amp;gt;, etc [string] [&amp;quot;&amp;quot;] - Variant text (to be chosen randomly).&lt;br /&gt;
** &amp;lt;code&amp;gt;relationship&amp;lt;/code&amp;gt; [float] [0.0] - relationship adjustment.&lt;br /&gt;
*** (see above)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''edge'''&amp;gt; ... &amp;lt;/node&amp;gt;&amp;lt;/code&amp;gt; -- connection to other nodes. Typically, there are 3 (good-neutral-bad) entries at the top level.&lt;br /&gt;
*** &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt; [int] - linked node's number.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''sound'''&amp;gt; ... &amp;lt;/node&amp;gt;&amp;lt;/code&amp;gt; -- voice. Sound nodes corresponding to '''text''', '''text1''', etc are simply added in this order&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string] [&amp;quot;&amp;quot;] - OGG file name, relative to '''data''' (&amp;quot;communications/sounds/lihw/lihw_good-day.ogg&amp;quot;)&lt;br /&gt;
*** &amp;lt;code&amp;gt;gain&amp;lt;/code&amp;gt; [float] [1.0] - relative volume.&lt;br /&gt;
*** &amp;lt;code&amp;gt;sex&amp;lt;/code&amp;gt; [unsigned small int] [0] - {{FIXME}} Support for variant sounds, doesn't seem to be used yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Communications]]&lt;br /&gt;
[[Category:Development|Edit Communications]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Feature_Requests&amp;diff=19714</id>
		<title>FAQ:Feature Requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Feature_Requests&amp;diff=19714"/>
				<updated>2014-02-25T00:29:10Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[FAQ:Modding]]&lt;br /&gt;
| up=[[FAQ]]&lt;br /&gt;
| next=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
==Requests &amp;amp; Suggestions==&lt;br /&gt;
&lt;br /&gt;
===About this page===&lt;br /&gt;
&lt;br /&gt;
Fairly regularly, we get a new player who gets the game, downloads it, and sees, &amp;quot;Oh wow, a board to make feature requests, I'll give them all my cool ideas and I'll get to see it in a future version!&amp;quot; However, many cool ideas have already been brought to the attention of the various developers and collaborators of the project, including most of the ideas we see people write down when they show up on the forums and list all their ideas. Indeed, some ideas have been discussed back and forth for months, as people reexamine the code, and borrow (steal) ideas from different inspiration sources. This has significantly to do with the facts of development: It takes a long time to see new versions of non-CVS releases, and even with the rapid development cycle of open source, not everything that is planned has made it into the game yet. - ''V4X3N''&lt;br /&gt;
&lt;br /&gt;
This page tries to synthesize the feature requests and ideas that have been mentioned in the forum (well, most of them anyway). I have split the page in several subsections representing the different aspects of the game to make it easier to read and find your area of interest. Ultimately this is intended as an inspirational repository for the developers. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
This article is an attempt to compile all feature requests for ''Vega Strike'', and give some indication as to their development status. This is ''not'' a &amp;quot;to-do&amp;quot; list. Rather, it is intended to serve as a place to track feature requests, as well as serve as a source of ideas for the developers.&lt;br /&gt;
&lt;br /&gt;
===Status of proposals===&lt;br /&gt;
&lt;br /&gt;
To be able to find out what status an idea or proposal is in, I have added a status marker ([]) to each. These are the meanings of the markers I used:&lt;br /&gt;
&lt;br /&gt;
* [X] This request has been implemented&lt;br /&gt;
* [Y] This request is being implemented in some form&lt;br /&gt;
* [P] This request has been or is being partially implemented&lt;br /&gt;
* [W] This request is under construction&lt;br /&gt;
* [R] This request has been rejected&lt;br /&gt;
* [] This request is pending&lt;br /&gt;
&lt;br /&gt;
===Updating this page===&lt;br /&gt;
&lt;br /&gt;
Feel free to edit this page to add your ideas if they are not listed here; just make sure you follow the general structure of the page so it stays readable. Also try to list discussion threads in chronological order, starting from oldest to newest.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==World mechanics==&lt;br /&gt;
&lt;br /&gt;
===Seamless world...===&lt;br /&gt;
&lt;br /&gt;
====Seamless planetary/atmospheric flight []====&lt;br /&gt;
The obligatory suggestion - be able to fly from space seamlessly to a planet's surface and land.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2161 planetary flight brainstorming, take 2]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6193 Atmospheric and planetary raid missions?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9645 A silly question about the theoretical planetside mode]&lt;br /&gt;
&lt;br /&gt;
====Seamless inter-system flight []====&lt;br /&gt;
There should be no pause between leaving one system and entering another when flying directly.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13667 direct interplanetary journey]&lt;br /&gt;
&lt;br /&gt;
====Walkable planets and bases []====&lt;br /&gt;
3D bases and planets that can be traveled in first person, which may include the following:&lt;br /&gt;
*In-base fps-style missions (assassinations, package deliveries, etc.)&lt;br /&gt;
*Planetside RPG-like missions&lt;br /&gt;
*Highly detailed, procedurally generated planets/cities&lt;br /&gt;
&lt;br /&gt;
This is one of the most commonly requested features. The new [[Development:Ogre|OGRE port]] will make this possible, but a lot of additional work will need to be done in order to implement it.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
&lt;br /&gt;
==== Walkable ship interiors []====&lt;br /&gt;
&lt;br /&gt;
In a perfect implementation this might be like this: &lt;br /&gt;
&lt;br /&gt;
You are able to detach from your pilots seat by a hotkey. You suddenly find yourself in a FPS like environment standing next to your pilot seat. Now you can walk around and explore the ship.&lt;br /&gt;
&lt;br /&gt;
Every ship has its own interior. A small fighter probably has no more than an engineering panel behind the pilots seat, and a small living area with a bunk, small galley and most likely a plumbing unit. An airlock which might be functional if you have landed on a planet? (see &amp;quot;walkable planets and bases&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If the vessel becomes bigger and bigger, there is obviously more and more to explore. Living room for a small crew, sick bay, hallways to different sections like engineering, hangar bays, gun turrets, cryo chambers, prison, elevators to other levels and huge cargo compartments. For bigger ships the pilots seat might be placed at a bridge containing big screens displaying data about the ship and the environment. They could seriously help to make strategic decisions. Any controls that aren't really needed in cockpit/hotkeys (like HUD setup, weapon groups, repair priorities, etc) could as well be acessed via widgets as an engineering panel or bridge.&lt;br /&gt;
&lt;br /&gt;
It's important that the interior fits to the exterior appearance of the ship, it has to  be believable. This would greatly add to the perception of the size and type of your ship.&lt;br /&gt;
&lt;br /&gt;
You can go to damaged sections and repair them. You could visit captured pilots in the prison and talk to them, they might have important information. You could fight intruders. You could go to your hangar bay and select one of your small vessels for a quick interception while your ship remains where it is. [[User:Pirx|Pirx]] 18:42, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15012 Feature Request &amp;quot;Walkable ship interior&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Incorporating walkable (or flyable) planets with the &amp;quot;Explorer&amp;quot; playrole []====&lt;br /&gt;
Once planets are walkable, you could pretty easily add the explorer function (which is a GREAT idea) by allowing one to purchase different types of scanners (differing in power/range and what they can scan for (radiation/age/foreign tech) for the ship, then scanning as you go around. Maps could be used to guide one to a specific planet, or location, or type of tech there. Maybe scanned areas could be mapped in the Library. ''xopher425''&lt;br /&gt;
&lt;br /&gt;
====Crowded/visible docking stations []====&lt;br /&gt;
We've got all of these ships flying around in a bustling, living galaxy. When you go to dock at a small base, you can see it has 3-4 docking points. Put these two together, and you see that there should be a parking problem, at times. So why not have the base send the player back a message like, 'sorry, we're full. please enter holding pattern zeta while we clear things up. - ''CoffeeBot''&lt;br /&gt;
&lt;br /&gt;
I think, bases would claim the monopoly of force inside their weapon range. So any unauthorized fight in this area would be stopped through the base quickly. The base would first transmit a message like 'This territory is controlled by &amp;lt;basename&amp;gt;, please stop fighting and disable your weapons while staying.' If the ships continue their fight, the base would give a warning like: 'STOP fighting NOW or we will shoot you down' If the opponents still continue their fight, the base would shoot them down, launch its fighters or place a bounty on the ships. - ''caotic''&lt;br /&gt;
&lt;br /&gt;
I would like to see parking lots or piers and jetties. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
I think it'd be nice if you could see capital ships that are docked to the base. - ''cshank4''&lt;br /&gt;
&lt;br /&gt;
===Additional playroles...===&lt;br /&gt;
(a.k.a. vocations and mission types)&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10340 False ID's, bribes and other illegal stuff]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10499 Ideas for further minor missions]&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter/Explorer/Archeologist []====&lt;br /&gt;
I think it would be easy to add a third &amp;quot;role&amp;quot; in Vegastrike, besides 'trader' and 'hunter': 'Explorer'. If you specialize your ship and equipment for exploration, you'd probably be interested in &amp;quot;treasure maps&amp;quot; with full awareness of their NOT being treasure maps, but because of their potential for good finds in terms of habitable planets and resource-rich asteroids. - ''chuck_starchaser''&lt;br /&gt;
:This would require that at least some of the systems are left unexplored. Currently, I think all systems in VS have some level of faction presence. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
Be able to buy treasure maps from guys in bars (pirates! anyone?), which would mark special spots on your starcharts where a shipwreck could be or a special kind of anomaly or whatever. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
At pirate bases one should be able to buy treasure maps, but that they'd be ancient documents written on PAPER! and using alphanumeric star designations from way back in the third millennium. So you have to figure out what's what. But the thing is, any such piece of paper from back in the 3rd millennium is automatically assumed to mean &amp;quot;treasure&amp;quot;, but more often than not, the papers are about anything but &amp;quot;treasures&amp;quot;, but rather about curious planets or moons, or, occasionally, about potential spots for inducing the formation of jump-points, or about the presence of archeological finds, or resources. - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11068&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=45 Super-features of future releases]&lt;br /&gt;
&lt;br /&gt;
====Reporter []====&lt;br /&gt;
There should be GNN missions, to, say, take pictures of a battle or a fleet or some millionaire, or famous privateer in action, whatever. Started as a joke about Paparazzi. Also, if you happen to see some unusual fight, say confeds and insys fighting each other due to some friendly fire escalation, you could snap pictures of it and then bargain with a GNN representative over how much they are worth...&lt;br /&gt;
&lt;br /&gt;
I don't know whether he's planning to do something about it or not, or whether he's forgotten about it. The possibilities are multiplicative there: You could get a reputation faster, or avoid a reputation; you could have a fight with a fleet of a faction and avoid the impact of it on your standing with that faction as long as you a) destroy all the ships, b) kill all the ejected pilots, and c) make sure there was no gnn snapping pictures around. If you know someone is a double agent, and you have pictures to prove it, you can blackmail him.&lt;br /&gt;
&lt;br /&gt;
If you get too much of a reputation, you might get paparazzi following you around; but not too many factions hate them, so if you kill them it may get you in trouble. You'd wind up trying to predict and affect the presence or absence of news media depending on the mission you're doing; and in the overall, trying to avoid excessive notoriety. One strategy would be to become, oneself, a reliable gnn contributor, so as to make it a redundant option for them to send reporters to wherever you're going... - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
====Tour guide or passenger liner []====&lt;br /&gt;
Ferry tourists between scenic locations. Tours begin and end at the same location.  &lt;br /&gt;
* Passengers and passenger space could be a special kind of cargo (it requires extra life support).  &lt;br /&gt;
* Negotiate escorts to risky systems.  Advertise traveling to try and get more passengers, and buy commercial time.  Schedule flights in other systems ahead of you, or cancel them.&lt;br /&gt;
&lt;br /&gt;
====Station manager []====&lt;br /&gt;
Operate a station efficiently to increase trade throughput/production, and fend off pirates.   Run an efficient shipyard, competitively buy/sell/repair/build ships using raw materials or supplies.  Screen refugees for spies (requires buying citizen databases from merchant ships).  Refuse docking clearance for jerks and scum.  Prevent or foster trading of contraband and slaves while keeping the authorities happy.  Upgrade number of dock points, defenses, power, cloaking of contraband, mining drills, etc.  Set/Collect tariffs, fees and taxes, route or cover up news (or propaganda).  Set up escorts for people.  Sell employees and citizens enough food and supplies to be entertained and healthy but don't drive them out by charging too much.  Request supplies from merchants via news bulletins.  Choose which supplies to accept/reject, and rates for selling them (compete with other stations in and out system).  Scout for new jump points and set up jump fees.  Take bounties, try to catch pirates docking here but avoid pissing off their factions since you are a stationary target.  Attempt to contract patrols to explore or protect the system (thus encouraging merchants to come), while keeping your overlords appeased about how much you're spending and how you're spending it.   Secretly subcontract privateers and pirates (become a covert pirate base while maintaining a cover as a mining or medical base).  Safely perform evacuations before any overwhelming forces arrive.  Put down any uprisings from citizens.   Add modules onto the base to increase capacity for all the business you're drawing in, but organize the construction for optimal defense.  Specialize in a specific type of resource production using raw materials.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
====Bounty hunter []====&lt;br /&gt;
Eliminate named individuals for a bounty.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11486 Bounty Hunting]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13308 Bounty mission/pirate ideas]&lt;br /&gt;
&lt;br /&gt;
====Attended or unattended mining []====&lt;br /&gt;
One should be able to mine asteroids/ore for additional income. Possibly, set up an unattended mining operations on asteroids requiring special mining droids that drill through the asteroid and deposit unprocessed ore into a repository that you can dock to and unload with your ship. Something like a modern-day oil rig. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=2155 Digging on Asteroids]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6160 Mining?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14690 Mining]&lt;br /&gt;
&lt;br /&gt;
====Rescue missions []====&lt;br /&gt;
Players should be able to initiate (and participate in) rescue missions as an alternative to/in conjunction with ejecting. I.e. if a player ejects, they can post a note on the BBS requesting extraction.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14912 Player-Generated Rescue Missions]&lt;br /&gt;
&lt;br /&gt;
====NPC individual traits []====&lt;br /&gt;
[[NPC]] pilots could have individual preferences/statistics, making them act differently.&lt;br /&gt;
&lt;br /&gt;
E.g. pilot stats in Wing Commander are:&lt;br /&gt;
* '''Aggressiveness''': Eagerness to engage and resistance to distraction (taunts) when already attacking someone.&lt;br /&gt;
* '''Carefulness''': Expending energy and ammo. (conservative - wasteful)&lt;br /&gt;
* '''Courage''': Will the pilot hightail after the first hits or fight to death?&lt;br /&gt;
* '''Flying skill'''&lt;br /&gt;
* '''Gunnery skill'''&lt;br /&gt;
* '''Loyalty''': Willingness to obey in-flight orders. (always - never)&lt;br /&gt;
* '''Verbosity''': Probability of random chat/taunt.&lt;br /&gt;
&lt;br /&gt;
For another example, Power DoLLS has:&lt;br /&gt;
* '''Attack''': 2 stats for different sorts of targets (Ground and Air), &lt;br /&gt;
* '''Combat Concentration''': Close-range damage.&lt;br /&gt;
* '''Search Tachometer''': Acquire targets.&lt;br /&gt;
* '''Defense''': Avoid incoming fire.&lt;br /&gt;
* '''Action Point''': How much the pilot can actually do in the same time.&lt;br /&gt;
&lt;br /&gt;
A possible set for &amp;quot;open box&amp;quot; SCS with detection and ECM like Vega Strike could be similar to WC, plus '''Sensors skill''', '''Countermeasures skill''', '''Reaction''' and '''Persistency''' (overall inclination to proceed with the current course of action, influencing tactics and perhaps adjusting Aggressiveness/Courage/Loyalty checks). Units with multiple crew positions may have NPC with different skills - e.g. one working to use radars more efficiently, another controls turrets. See also &amp;quot;NPC personality&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
====Crews and skills []====&lt;br /&gt;
Ships' crew. An option to allow/demand more than one osition for specific ships, much like in Frontier Elite. But then, why not to make it more meaningful and give them different usefulness and wages? Same may apply to PC. Possibly advancing CRPG style (see below), but not necessarily. Sure, most tasks can be automated, but even then fully sentient oversight may improve the results. Same applies to the dock crews: a not very busy shipyard can be expected to polish the ship into mint condition, an orbital garden probably can fix basic systems, but no more than that. Everyone needs some sort of a bunk and can die on their workplace separately from others if the hull is damaged.&lt;br /&gt;
&lt;br /&gt;
A repairbot may also counts as a variant crewmember in addition to being a ship system: it also can be qualified to do specific jobs, but not others, and may have its requirements.&lt;br /&gt;
See also [[FAQ:Feature_Requests#Walkable ship interiors]] - in base-like interface Player Character could chat with crewmembers and setup bots. Perhaps linked &amp;quot;roll entry / fixer / contract&amp;quot; for crew, &amp;quot;roll entry / ship part / control panel&amp;quot; for bots.&lt;br /&gt;
&lt;br /&gt;
* '''General Repair''': How fast the repair is, how much energy it consumes, how likely it is to waste materials or break things further. With a damaged repairbot the latter can be &amp;quot;very likely&amp;quot; unless supervised.&lt;br /&gt;
* '''General Maintainance''': Less skilled teams may overlook something, so check vital ship systems more often to be on the safe side. More skilled engineers are likely to change a system's condition closer to ideal.&lt;br /&gt;
* '''{specific system:rating}''': Adjustments for tagged sets of systems. Ignorant - can install - can quick-fix - can optimize (actually get ''good'' results, rather than passable) - expert.&lt;br /&gt;
** There are lots of ship systems - engines, weapons, armor, etc - and ''of various origins''. Humans rarely get training and experience with Rlaan materials, while Rlaan don't use missile weapons - but could do something about Human shields and disruptors, at least standard ones.&lt;br /&gt;
* '''Cargo operations''': How fast goods move into/from the hold. Eventually, loaders will move all those containers to the right pile either way, but time is money, so a good stevedore can be valuable. Also, even single-player game could do something with &amp;quot;simulate_while_docked&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Acceleration tolerances''': This does matter, and depends on sub[[species]] or repairbot model. (probably, at least an XYZ vector)&lt;br /&gt;
* '''Species/Type''': Defines lifesupport demands, among other things. Refers to a table and mostly is handled somewhere else.&lt;br /&gt;
* '''Appearance''': Just name and sprite file, probably.&lt;br /&gt;
* '''Upkeep''': Specific contract parameters.&lt;br /&gt;
&lt;br /&gt;
====RPG characteristics [R]====&lt;br /&gt;
Stat and skill-based experience system, ala the game ''[http://www.taleworlds.com/ Mount&amp;amp;Blade]''. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* ''strength stat'': can withstand more Gs or personal damage before succumbing.&lt;br /&gt;
* ''intelligence stat'': increases the rate at which one can improve skills.&lt;br /&gt;
* ''weapon-accuracy skill'': increases the size of the hit-box surrounding a target.&lt;br /&gt;
* ''hacking skill'': increases one's ability to break into docked ships or sabotage subsystems.&lt;br /&gt;
* ''gambling skill'': reaps additional credits in bars.&lt;br /&gt;
* ''diplomacy skill'': increases influence with NPCs/factions.&lt;br /&gt;
* ''leadership skill'': increases influence with wingmen.&lt;br /&gt;
* ''merchant stat'': increases the price you can sell items for and decreases the price you can buy things for -''Jesse_The_Midget''&lt;br /&gt;
&lt;br /&gt;
Another example is ''Earth &amp;amp; Beyond'', where XP and levels are tabulated separately for Exploration, Combat and Trading. Individual skills are then based on ranks in one of these three areas. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6123 Make vegastrike more rpg]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7189 RPG Characteristics]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12841 Elite, veteran and green versions of NPC pilots]&lt;br /&gt;
&lt;br /&gt;
====In-flight events []====&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Having distress calls. - ''chuck_starchaser''&lt;br /&gt;
* Ability to communicate with other ships to ask for help or to offer them pay for escorting you or being your wing for a mission. - ''chuck_starchaser''&lt;br /&gt;
* NPC's that approach you in space to ask for help or to offer you money for a quick job. - ''chuck_starchaser''&lt;br /&gt;
* Things that break sometimes and you have to fix in flight. - ''chuck_starchaser''&lt;br /&gt;
* Mysterious ships one encounters once in a blue moon. - ''chuck_starchaser''&lt;br /&gt;
* Getting info about events in your vicinity that can have an effect on trade, like a drought on planet X in system X. - ''AeonOfTime''&lt;br /&gt;
* Mini-missions like a mercenary challenging you to a little race or dogfight simulation for money... Or even merchants asking you to trade directly in space. - ''AeonOfTime''&lt;br /&gt;
* Space anomalies cropping up across space, and which you could choose to investigate if you have the right scientific equipment on board. These could then either give you technology or scientific material to trade and even contain precious artefacts that you can use to enhance your ship. - ''AeonOfTime''&lt;br /&gt;
* Shipwrecks! Be able to track down and find ancient ships that can be salvaged entirely or only parts of. You could track them through still functioning beacons on the ship or energy signatures (star trek anyone?). - ''AeonOfTime''&lt;br /&gt;
* Shipwrecks on planet surfaces that are infested with dangerous alien monsters. Before you can get all the valuable items in the shipwreck you have to fight them with weapons like you do in a 3d shooter. This might be an interesting feature with the new ogre engine which should allow such walking inside ships and space stations - ''Cordess''&lt;br /&gt;
* A means of hailing a planet/station/anything you can dock with so that you can ask them to send a list of what they've got in stock, and what their current market prices are for all goods (even those which they don't have in stock, for the purposes of selling). I believe Elite Frontier had this mechanism, and it streamlined trading greatly. - ''Stevie D. Discussion in [http://forums.vega-strike.org/viewtopic.php?t=7621 this thread].&lt;br /&gt;
**Appropriate time delays should apply.  If the station is 8 light seconds away, it should take 16 or more seconds for the reply to come (unless you've purchased an FTL communications array).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
**This ability could be a purchasable ship upgrade (eg, a software upgrade or some kind of merchant-service-membership).  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7621 Coupla suggestions]&lt;br /&gt;
&lt;br /&gt;
===Dynamic universe...===&lt;br /&gt;
All events are AI-driven. Pre-scripted sequences, with canned dialogue, are possible--but should be triggered by the AI. Imagine a behind-the-scenes RTS, with multiple independent factions, where the player assumes the role of a single unit. ''-[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Dynamic campaign []====&lt;br /&gt;
Plot events and/or NPC interactions should be triggered by the Dynamic Universe and real AI/faction interests (and ''not'' be pre-written). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13355 A few things I would love to see incorporated into VS]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
====Economy petri-net []====&lt;br /&gt;
All items are consumed (except for consumer products) and/or produced (except for natural resources) during the production of other items. -''[[User:Shark|Shark]], but suggested previously in the forums''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13355 A few things I would love to see incorporated into VS]&lt;br /&gt;
&lt;br /&gt;
====Procedural mission generation [] ====&lt;br /&gt;
Missions are assembled dynamically out of component parts using a ''mission grammar''. -''Shark''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13212 Looking for suggestion for newbie]&lt;br /&gt;
&lt;br /&gt;
====Same, default universe for all players by default []====&lt;br /&gt;
The default configuration should be that the same starting universe exist by default for all players. (With the ability/option to override this of course.)&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15050 Feature Request:Default Galaxy]&lt;br /&gt;
&lt;br /&gt;
====Improve faction behaviors and add faction tasks/incentives []====&lt;br /&gt;
Aside from the storyline, I've found the races and factions to all be pointless because of how easy it is to make enemies and switch sides. Eventually, you feel like youre own group instead of a part of the story. -''hacked''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11612 Faction level AI : functions, api etc.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12194 faction alliegance, bounty]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11724 Self-defense shouldn't piss off factions.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14896 Faction Spacecraft Lend/Lease]&lt;br /&gt;
&lt;br /&gt;
====Difficulty scaling based on kills, not only on cash []====&lt;br /&gt;
The difficulty of enemies should be based on skill, not cash.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13245 Kill-relative difficulty]&lt;br /&gt;
&lt;br /&gt;
===Other economy discussions...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10828 Defining a new economic system for future versions]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10605 Collective Economic Niggles]&lt;br /&gt;
&lt;br /&gt;
====Black market [P]====&lt;br /&gt;
Add a few rare planets, bases or maybe a roving capship to do black market mods to your ships (i.e. mounting a heavy capship weapon or torpedo on a llama).&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=7444 &amp;quot;BlackMarket Hot Rod Shop&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Time and its benefits []====&lt;br /&gt;
Time would be a great feature to add. You could then add a Bank (First Interstellar Bank - Where the Stars bank!), so that players could borrow money or open a savings account, or even buy stocks. This would add a whole new strategy to the game. ''xopher425''&lt;br /&gt;
&lt;br /&gt;
==== Self-replenishing resources [] ====&lt;br /&gt;
If you buy out gems from a mining base, there should be some more by the time you come back&lt;br /&gt;
&lt;br /&gt;
====Banks and credit []====&lt;br /&gt;
Add banks and other institutions that issue loans to players.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9091 BANKING, SHIPYARD ORDERING SYSTEM]&lt;br /&gt;
&lt;br /&gt;
====Resource consumption and production []====&lt;br /&gt;
Make bases use up resources to produce their goods.  Supply and demand could be tied into this, as a mining station about to run out of breathable oxygen or mining tools, would pay more to obtain it than a station with a massive amount in reserve. ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Real shipyards []====&lt;br /&gt;
Make shipyards with production.  Remove 'Milspec' from non-shipyard bases.  Used ships at normal bases.  Perhaps tie in resources to ship production as well.  A race or faction would pay more to obtain resources if the race/faction ship count is low, and they need to produce more. ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Property market &amp;amp; owning space stations []====&lt;br /&gt;
Add an option to buy or sell and maintain ownership of Space Stations or mining bases and the like. Perhaps owning planets would take it a step too far. ''oddeyed''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=37&amp;amp;t=14826 Property Market]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13355 A few things I would love to see incorporated into VS]&lt;br /&gt;
&lt;br /&gt;
====Multiple bases per planet []====&lt;br /&gt;
Each planet has multiple locations where you can dock/trade.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13209 one planet, many bases]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
====Price comparison []====&lt;br /&gt;
The game should have some way to compare prices. Either by listing an average price, or keeping a record of past prices at previous locations.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15042 Price information]&lt;br /&gt;
&lt;br /&gt;
====Blockades []====&lt;br /&gt;
Blockades on stations or planets that have long term consequences for the station or planet and neighboring areas.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
==Object appearance &amp;amp; properties==&lt;br /&gt;
&lt;br /&gt;
===Cargo...===&lt;br /&gt;
====Parcelling cargo based upon scale []====&lt;br /&gt;
Bulk goods should go in larger containers.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10822 Standardised cargo sizes]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6807 Cargo from destroyed ships]&lt;br /&gt;
&lt;br /&gt;
====Handle different types of cargo separately []====&lt;br /&gt;
Separate cargo, upgrades and ammunition into different types of cargo. -''Turbo Beholder''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11448 Upgrades, cargo and expendable resources]&lt;br /&gt;
&lt;br /&gt;
====3D models of merchandise instead of sprites []====&lt;br /&gt;
Rotatable 3D models for all cargo/ships/upgrades instead of 2D sprites. -[[User:Shark|Shark]]&lt;br /&gt;
&lt;br /&gt;
===Equipment...===&lt;br /&gt;
====Auto-transfer equipment between ships []====&lt;br /&gt;
Quickly transfer all installed equipment between ships docked at the same station.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11652 Transfer upgrades from one ship to another at same base]&lt;br /&gt;
&lt;br /&gt;
====Better balancing []====&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11808 Mule warp capacitor ( VS 0.5.0 )]&lt;br /&gt;
&lt;br /&gt;
====Multiple locations for single mount []====&lt;br /&gt;
Missiles etc. could fire from several locations yet count as a single mount so refilling would be easier. See forum for details.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?p=73092#73092 multiple locations for single mount -for missiles]&lt;br /&gt;
&lt;br /&gt;
====Purchase used as well as new items []====&lt;br /&gt;
Add the option for players to purchase used items that are slightly damaged or inferior.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10564 New ships and used ships]&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Unique&amp;quot; items []====&lt;br /&gt;
Make it possible for there to be &amp;quot;unique&amp;quot; items/ships/installations that appear only once in the game.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11191 VS Game: Custom Systems]&lt;br /&gt;
&lt;br /&gt;
====Ship/equipment prices based on item stats []====&lt;br /&gt;
The price of ships and equipment should be calculated from its statistics&amp;amp;mdash;not fixed at a set price by the author. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2302 Ship Stats]&lt;br /&gt;
&lt;br /&gt;
====Swap/sell more types of ship components []====&lt;br /&gt;
Too many ship components are hard-coded and cannot be swapped out.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10162 More ship customisability]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14908 Main Engine as Upgrade]&lt;br /&gt;
&lt;br /&gt;
====Armor type/thickness []====&lt;br /&gt;
Armor should have two separate parameters that affect its effectiveness: thickness and type.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10861 Armor type and thickness]&lt;br /&gt;
&lt;br /&gt;
====Mesh-based submodules []====&lt;br /&gt;
Submodules should be installed in physical locations, subject to location-based damage, and (typically) interchangeable with other subunit types of the same physical dimensions.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14949 Unified slot system]&lt;br /&gt;
&lt;br /&gt;
====Missile turrets [P]====&lt;br /&gt;
Add turrets that can fire missiles.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11986 a really good idea!...plz check this...]&lt;br /&gt;
** Especially for anti-missiles. This actually somewhat works - the problem is that subunits are handed badly and e.g. cannot be refilled.&lt;br /&gt;
&lt;br /&gt;
====Tractor beam turrets []====&lt;br /&gt;
Tractor beams should be installable on turrets.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14931 Tractor Turrets?]&lt;br /&gt;
&lt;br /&gt;
====SPEC interdiction devices []====&lt;br /&gt;
SPEC interdiction devices, either in the form of installed equipment, missiles or mines. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6952 A SOLUTION TO SPEC-PROBLEMS]&lt;br /&gt;
&lt;br /&gt;
====Contraband scan devices []====&lt;br /&gt;
Only ships with the required hardware should be able to initiate contraband scans.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7108 contraband checking/handling could be more detailed]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10776 Limit contraband scanning ability]&lt;br /&gt;
&lt;br /&gt;
===Ships...===&lt;br /&gt;
====Ship decoration []====&lt;br /&gt;
Customize the appearance of ships with custom textures/decals/etc..&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11420 Faction Colors]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11500 Hull ID, Decals, Paint, and Customization]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15066 mouseoff, christening, and crew]&lt;br /&gt;
&lt;br /&gt;
====Animated ship models []====&lt;br /&gt;
Make it possible for ship/station models to have animated parts (i.e., parts that open/close/rotate/etc.).&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11755 Moving parts and other unreasonable requests :)]&lt;br /&gt;
&lt;br /&gt;
====Better ship &amp;amp; equipment classification system []====&lt;br /&gt;
A more sane way to classify ships and equipment should be devised.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13605 Ship Type Organization]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14777 Ship logic.]&lt;br /&gt;
&lt;br /&gt;
===Misc...===&lt;br /&gt;
====Improve quality of special effects []====&lt;br /&gt;
The special effects are dated and of low quality.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11370 The Guns]&lt;br /&gt;
Spelling fix ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Nebula appearance []====&lt;br /&gt;
Change the appearance of nebulae.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=936&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;highlight=nebula&amp;amp;start=75 Hyperspace in a different way.] (starting on page 6)&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10853 what can we do about nebulas]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Missile smoke []====&lt;br /&gt;
Missiles and torpedoes should have some kind of smoke trails, allowing to see them arriving/hitting your target.&lt;br /&gt;
&lt;br /&gt;
====Fix planet lighting []====&lt;br /&gt;
Currently, exploding ships cause the planets to light up. This is unrealistic.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=38&amp;amp;t=10794 Planet lighting]&lt;br /&gt;
&lt;br /&gt;
==Flight/combat mechanics==&lt;br /&gt;
&lt;br /&gt;
===Docking &amp;amp; ejection...===&lt;br /&gt;
====Auto-docking feature [P]====&lt;br /&gt;
An autopilot specially designed for docking ships.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10392 Docking at space stations with capital ships.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10483 Docking distance needs to be just a little further out.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12047 Docks (and Scoop)]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13198 Auto Docking Maneuver Request]&lt;br /&gt;
&lt;br /&gt;
====Better wingman docking/launching mechanics []====&lt;br /&gt;
Wingmen should be able to be ordered to dock into the cargo hold instead of having to be tractored in.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11403 Redesign of Launching and Recovering]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14858 Wingman Command Instead Of Tractor Beams]&lt;br /&gt;
&lt;br /&gt;
====Enemies that eject when scared/damaged []====&lt;br /&gt;
Enemies should eject/bail when damaged or scared. you should then be able to tow/salvage the empty ship and keep or sell it.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13355 A few things I would love to see incorporated into VS]&lt;br /&gt;
&lt;br /&gt;
====Option to eject using ship in shiphold []====&lt;br /&gt;
If you have another ship in your hold, you should be able to eject and automatically pilot this ship instead.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13349 abandon ship!]&lt;br /&gt;
&lt;br /&gt;
===Piloting..===&lt;br /&gt;
&lt;br /&gt;
====Ability to control a fleet of ships directly []====&lt;br /&gt;
A commander mode (most likely third-person) to facilitate the control of multiple units, simultaneously. I would recommend this in a separate branch of VegaStrike (an RTS, perhaps), as this would give players an unfair advantage over others. For example ''Homeworld'' and ''Star Wolves''. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9711 Better wingman control]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11572 Tactical game]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12060 Controling a fleet of ships?]&lt;br /&gt;
&lt;br /&gt;
====Make capital ships easier to pilot []====&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10299 Making Capital Ships fun to fly]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10392 Docking at space stations with capital ships.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13304 Inertial dampeners????]&lt;br /&gt;
&lt;br /&gt;
====More intelligent NPC tactics []====&lt;br /&gt;
NPC pilots should know when to run or hide, or when they're not having any effect.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7120 NPC personality]&lt;br /&gt;
&lt;br /&gt;
====Requiring (player or AI) crews for larger ships []====&lt;br /&gt;
Large ships, like capital ships, have posts that need to be manned. For example ''Star trek Online''.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6595 Require crews for larger ships]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10215 Cap ship idea]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11401 Crew]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10299 Making Capital Ships fun to fly]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14999 Capital Ships]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15066 mouseoff, christening, and crew]&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Intelligent&amp;quot; autopilot and/or NAV buoys []====&lt;br /&gt;
Autopilot should be able to navigate the quickest/most economical route between two bodies, taking into account gravitational effects upon SPEC in the intermediary regions. NAV buoys could be placed strategically around systems along paths where the gravitational fields are weakest (and thus where SPEC speeds are fastest), and leading to important destinations. An intelligent autopilot would then be able to trace a route from one destination to another using these buoys. A similar thing was implemented in ''Earth &amp;amp; Beyond''. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7428 autopilot]&lt;br /&gt;
&lt;br /&gt;
===Space &amp;amp; physics...===&lt;br /&gt;
&lt;br /&gt;
====Gravity []====&lt;br /&gt;
Gravitational fields surrounding spatial bodies. They should determine the maximum SPEC speeds, as well as influence trajectories. These should not pose a real danger to the player (normally, given VS's large acceleration rates), but should merely serve to add tactical flavor (interception, etc., as well as some real dangers during tense fights!). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=5492 Gravity]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=18196 Summery of gravity discussions that where lost]&lt;br /&gt;
&lt;br /&gt;
====Modification to SPEC dynamics []====&lt;br /&gt;
One problem with the current SPEC drive system is that if you are anywhere near a ship, you lose your SPEC ability, as if you had approached a planet. This, in most cases, removes any possibility of bugging out of combat with a ship, and if you're flying something like a Plowshare, you don't stand a chance against a Pacifier and 2 Hyenas anyway, but you can't get away and may as well press the self destruct button. Basically I'm just asking if you could make it so you can still SPEC in the presence of ships. If you want to maintain some form of SPEC interference caused by ships, you could make it so your SPEC speed slows down to about 200 or so, but it doesn't deactivate. 200 is still a reasonable speed to escape from a firefight.&lt;br /&gt;
&lt;br /&gt;
:COMMENT: SPEC system actually seems not to be affected by presence of ships(v0.5 beta), and I think it actually should, because now its not possible to dock on a larger ship if its specing. (Request docking clearance to make a friendly ship stop so you can get close and dock). And I would expect you should not be able to run away with SPEC, in contrary your options should be ( when meeting a superior opponent ):fight, give up, call for help.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
====Regions of space with status effects []====&lt;br /&gt;
Regions of space that affect sensors, disable shields, or cause radiation damage. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
===Weapons, targeting &amp;amp; ship systems...===&lt;br /&gt;
&lt;br /&gt;
====Limitations on weapon auto-tracking []====&lt;br /&gt;
Weapons should be limited in the distance they are able to track moving objects.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10919 Suggestion: per-weapon autotracking limits]&lt;br /&gt;
&lt;br /&gt;
====Auto- or burst-fire for rockets []====&lt;br /&gt;
One should be able to hold the &amp;quot;fire&amp;quot; button and launch rockets repeatedly.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10781 Suggestion: make rocket pods act like guns]&lt;br /&gt;
&lt;br /&gt;
====Active weapon selection []====&lt;br /&gt;
You should be able to toggle whether certain weapons are active/inactive.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14870 Weapon Fire Control/Weapon Switching]&lt;br /&gt;
&lt;br /&gt;
====Heat/shield/power/stealth/etc. management [P]====&lt;br /&gt;
The game really needs to implement some system of heat and temperature. I believe this had already been discussed in the effectors thread, but I don't think it needs to be that complex. [...] When the temperature of your armor approaches their heat-shielding rating, your armor will start to take damage. Until your ship blows up. There would be an indicator on your hud for external temperature, armor temperature, and hull temperature. - ''pifactorial''&lt;br /&gt;
&lt;br /&gt;
Similar to Heat Management, except you manage your shield distribution, power-plant output, and sensors profile. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11009 power system manipulation]&lt;br /&gt;
&lt;br /&gt;
===Installations...===&lt;br /&gt;
&lt;br /&gt;
====Minefields []====&lt;br /&gt;
A drone weapon with projectiles that automatically deploy themselves into grids (spherical or rectangular?). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Defense systems for mining bases []====&lt;br /&gt;
Give mining bases turrets! My god, I've seen Aera patrols wipe those things out because the things have no defense. - ''cshank4''&lt;br /&gt;
:Rather than giving the mining bases turrets, I think that independently controlled turrets should surround the mining bases. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Other...===&lt;br /&gt;
&lt;br /&gt;
====Changes to how damage is calculated []====&lt;br /&gt;
There should be different types of damage depending on the class of weapon, and damage should be calculated differently.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10836 A new schema for weapon damage]&lt;br /&gt;
&lt;br /&gt;
====Restrictions on transferring ships []====&lt;br /&gt;
Transporting player-owned ships from base to base should take time and cost money.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10814 Additional restriction on ship switching]&lt;br /&gt;
&lt;br /&gt;
====Towing []====&lt;br /&gt;
You can request a tow when your ship is too damaged to move.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
==In-flight UI==&lt;br /&gt;
&lt;br /&gt;
===Keyboard/mouse/joystick controls...===&lt;br /&gt;
&lt;br /&gt;
====Nearest hostile key [X]====&lt;br /&gt;
It would be great to have a nearest hostile key in addition to the next hostile key - this would always switch to the nearest hostile target to avoid flipping through them with H until you find out the one just 1000 metres to your left. - ''AeonOfTime''&lt;br /&gt;
:Done in SVN: r and R.  also check out other nearest* keys: k, K, ctrl-k.  - ''peter''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11845 targeting hostiles]&lt;br /&gt;
&lt;br /&gt;
====Target last ship to hail you []====&lt;br /&gt;
Like nearest hostile, except it targets the ships which have established communications with the player in order of least time elapsed to greatest. - ''glarbl_blarbl''&lt;br /&gt;
&lt;br /&gt;
====Scope/area targeting []====&lt;br /&gt;
The &amp;quot;P&amp;quot; (point targeting) could be based on the area immediately around the mouse cursor (assuming one is shown) as well as the crosshair.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
====In-game keyboard hotkey chart &amp;amp; mapping []====&lt;br /&gt;
Add a menu to display and/or modify the keyboard commands.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9061 Revise Control setup]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10212 Key Binding]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13206 Feature request: Layout Help for Noobs like me.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13333 show key bindings]&lt;br /&gt;
&lt;br /&gt;
====Targeting improvements []====&lt;br /&gt;
When a target type is selected, other targets of the same type could have a blue/gray dotted &amp;quot;X&amp;quot; crosshair rather than a box (or a blurry dot on the edge of the HUD for offscreen unselected objects).  For example, anytime you select a hostile unit, you can still see where other hostiles are.  Perhaps a small number beside each unselected target could indicate the target ordering (it tells you how many times should you press &amp;quot;H&amp;quot; for that target). -[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)  Also, provide for an alternate (easier to learn) targeting method, key1 for selecting target types and key2 for selecting individual targets.  The old way of targeting should of course be left in place, or at least quickly available via some option.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14895 Scanner Targeting/Search Mode]&lt;br /&gt;
&lt;br /&gt;
====Trajectory heading autopilot []====&lt;br /&gt;
Functions to automatically orient the player's ship in the direction of travel, or opposite it, would truly make flying cargo and capships (e.g. Ox, Clyde) reasonable. Since these ships only have any significant thrust (in comparison to their mass, that is) in the forward and maybe reverse direction you need to be able to point them back along your vector in order to stop. Given that the SPEC autopilot is already capable of figuring all this out and then some, the code must be in there somewhere :) Even with a trajectory indicator (above - and also sorely needed for flying capships) this function is needed so that you can initiate a stop and then jump into a turret and do some firing while your gigantic, ponderous vessel comes about. - ''drinkypoo''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10047 Current Vector Slash Antivector Matching Autopilot option]&lt;br /&gt;
&lt;br /&gt;
====Improvements to mouse controls []====&lt;br /&gt;
The mouse flight controls need improvement.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11340 Controlling the ship]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11848 better mouse control mode?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11149 Crosshair (feature?)]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15066 mouseoff, christening, and crew]&lt;br /&gt;
&lt;br /&gt;
====Add support for the wiimote []====&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10525 wiimote for vegastrike!]&lt;br /&gt;
&lt;br /&gt;
====Add support for TrackIR []====&lt;br /&gt;
Add support for TrackIR to track head movements.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14761 anyone ever think of these ideas?]&lt;br /&gt;
&lt;br /&gt;
===HUD improvements...===&lt;br /&gt;
&lt;br /&gt;
====Turrets status display []====&lt;br /&gt;
In the HUD, have additional indicators near the current weapons summary that display information about any turrets installed on your ship: whether the turret AI is active, and what their current state is (damaged 50%, destroyed etc...)  - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
====Make HUD radar blip proportional to mass []====&lt;br /&gt;
It would be cool if you could tell from your radar screen which contacts are planet-sized.  - ''glarbl_blarbl''&lt;br /&gt;
&lt;br /&gt;
:I think differently-classed objects should receive different icons in the UI. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Trajectory/direction/motion indicators []====&lt;br /&gt;
Some kind of hud lines or something that would tell me which direction I'm travelling would be good. It could be something as simple as a box or a cross or something that shows the direction my ship is travelling in. I don't expect gravity plays much of a role in bending trajectories (or that the planets move around the star, for that matter) but adding a little &amp;quot;reality physics&amp;quot; like using gravity as a slingshot, etc. might be kind of fun too. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
Something like this would be really helpful so you could know if you're actually heading towards the destination when you engage SPEC. There are a couple ways this could be implemented. Perhaps a circle (just large enough to contain the cross hairs) could appear designating the current direction. &lt;br /&gt;
Also it might be nice if the trajectory showed up as a special symbol on radar. This way you would have a better idea of your direction in relation to other ships.&lt;br /&gt;
- ''shadow_slicer''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12160 I need visual trajectory systems and more mouse functions]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14727 sense of motion effects]&lt;br /&gt;
&lt;br /&gt;
====Better tracking/warning for enemy missiles &amp;amp; torpedoes []====&lt;br /&gt;
BTW the torpedo launchers on the cap ships are quite annoying as you often just blow up out of thin air. Maybe you could introduce some better warning system that at least gives us the opportunity to effectively dodge those things. - ''Zel''&lt;br /&gt;
&lt;br /&gt;
====Visual effects when SPEC is enabled []====&lt;br /&gt;
SPEC should affect the display in various ways.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11588 light shift]&lt;br /&gt;
&lt;br /&gt;
====Aural queues for in-flight events []====&lt;br /&gt;
Things like missile locks, detection of new enemies, etc., should trigger audio files to be played.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11638 Aural hint for Lock]&lt;br /&gt;
&lt;br /&gt;
====Date/time display [X]====&lt;br /&gt;
Show the current date and time.  Makes time dilation mode (F9) and other effects more visible to the player and gives a better sense of time for when news updates are checked. -[[User:bugeyedllama|bugeyedllama]].&lt;br /&gt;
Display of stardate in bases and on the HUD was implemented (pyramid).&lt;br /&gt;
&lt;br /&gt;
====Flight log display []====&lt;br /&gt;
A flight log might be helpful: show the date and time of the last 5-10 battles/docks insystem, and the dates you entered your last 3-5 systems. -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
&lt;br /&gt;
====Point-and-click HUD interface []====&lt;br /&gt;
To help with the learning curve, a point and click interface for most functions would help with discoverability of features and to remind users of any keybindings they've forgotten. Right now learning the controls is very difficult and not fun.&lt;br /&gt;
* To avoid clutter, and since the mouse is already used, the interface is only active when a meta key (ctrl or shift) is held down; at all other times there is just a message like &amp;quot;Hold Shift for menus&amp;quot;; shortcuts could be shown beside relevant menu items wherever possible.&lt;br /&gt;
* Click on HUD to select nearest target (nearest visually) to cursor.&lt;br /&gt;
* Click on the subscreens to cycle through them (manifests/guns; target/communications); click on a help button or a menu for access to everything else. Subscreens should have a title bar when menus are active with either a dropdown or instructions on how to click to change the view.&lt;br /&gt;
* List or dropdown for different view modes (and their shortcuts, F1-F8).&lt;br /&gt;
* To fly to a target, click on it and select &amp;quot;set course for target&amp;quot;.&lt;br /&gt;
-[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)&lt;br /&gt;
:Not sure if I agree with the &amp;quot;select target nearest cursor&amp;quot; idea. And I think point-and-click target selection should be reserved for the &amp;quot;Sensors cam&amp;quot; idea I suggested, below. Accessing/switching sub-screens is a must though. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=8924 Cockpit Controls]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14761 anyone ever think of these ideas?]&lt;br /&gt;
&lt;br /&gt;
====Use SVG for HUD graphics [R]====&lt;br /&gt;
Use SVG to display all in-game UI elements. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Improve representation of spatial scale and motion []====&lt;br /&gt;
Improve how the size and motion of objects are conveyed to the player. Currently, big ships don't really seem &amp;quot;big&amp;quot; because fighters are so fast.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9164 Tiny bases!]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11349 HUD simulates &amp;quot;Space debris&amp;quot;]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11992 How to imply size a disscustion on scale]&lt;br /&gt;
&lt;br /&gt;
====HUD redesigns []====&lt;br /&gt;
Proposals for modifying the appearance of the in-game HUD.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=4&amp;amp;t=2366 My HUD Redesign]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?p=91835#91835 Ideas for the HUD]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11189 VS Game: HUD Layout with comm animation]&lt;br /&gt;
&lt;br /&gt;
====Cargo space indicator []====&lt;br /&gt;
Add an indicator that reports the empty cargo space remaining.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9715 Mission computer/HUD: Inflight glance into ship's cargo room]&lt;br /&gt;
&lt;br /&gt;
===Additional in-flight interfaces...===&lt;br /&gt;
&lt;br /&gt;
====Intersystem inflight economic database []====&lt;br /&gt;
How about having the ability to browse commodity prices, news and missions in nearby systems while flying? That way you could really plan ahead. Even place your orders in advance. - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
A mission computer that displays the missions and trade goods prices of your target from your spaceship. Even have it where you can accept bounty and patrol missions remotely. Cargo you would obviously need to dock for. (Or you could have larger bases send the cargo out to you on a ship that would transfer in midspace. Tractor beam for example.) -''Roth''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11568 communication]&lt;br /&gt;
&lt;br /&gt;
====In-flight web browser []====&lt;br /&gt;
I play now a fiew month eve online And fiew idea's think a can use in the mmo version of vegastrike.&lt;br /&gt;
And one of my idea's is a in flight web browser. -''www2''&lt;br /&gt;
&lt;br /&gt;
:I would have to vote 'No', unless the internet in question is fictional, as well--in which case I would vote 'Yes'. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
Could be to do with the library mentioned earlier. A user could 'buy' a book from one station and read it on the way to other places. Would make the game more interesting, and the player would be more immersed in the world. -''Aronzak''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4459 Web browser]&lt;br /&gt;
&lt;br /&gt;
====In-flight IRC chat []====&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
[http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15010 IRC Chat Client In Game]&lt;br /&gt;
&lt;br /&gt;
====Personal logbook/diary []====&lt;br /&gt;
A personal databook for storing notes or quest data.&lt;br /&gt;
&lt;br /&gt;
It would be nice to have some place in the GUI menu to write down some (personal) notes that are saved with the game when saving the game. This is a very handy feature in a RPG game, because you will no more need real paper to write down some small things like what you want to do next, what you have planned or what you did in the past etc.. - '' Cordess '' &lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6823 Personal logbook]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6390 personal PDA]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=5727 I want have a diary function to write down some notes]&lt;br /&gt;
&lt;br /&gt;
====Unify the in-flight and base UIs []====&lt;br /&gt;
Use the same UI for in-flight and base operations. -''Turbo Beholder''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11459 Unified data screens (in-flight and on base)]&lt;br /&gt;
&lt;br /&gt;
===Cameras...===&lt;br /&gt;
&lt;br /&gt;
====Ability to use the camera controls while paused [X]====&lt;br /&gt;
This makes it easier for screenshot-takers to find the perfect angles for action shots -''[[User:Halleck|Halleck]]''&lt;br /&gt;
&lt;br /&gt;
''(Edited to include all camera controls. -[[User:Shark|Shark]])''&lt;br /&gt;
&lt;br /&gt;
====Translate or &amp;quot;free&amp;quot; cam []====&lt;br /&gt;
Camera which can be moved independently of the ship, even while paused. This would be useful for capturing screenshots and gameplay footage, as well as &amp;quot;system browsing&amp;quot;. -''[[User:Halleck|Halleck]]'' and ''[[User:ace123|ace123]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4501 Feature Request: Free Cam]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=2404 A Call for Screenshots]&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Chase&amp;quot; cam []====&lt;br /&gt;
A third-person, behind-the-ship view (kind of like in the video games ''StarFox'', or better yet ''WarHawk''), complete with custom HUD and control scheme, would be nice. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Sniper&amp;quot; cam []====&lt;br /&gt;
A zoom lense for weapons that can take advantage of this, as well as decreased control sensitivity when in use. See ''IWar2'' and (I think) ''Tachyon'' for an example. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Sensors&amp;quot; view []====&lt;br /&gt;
A third-person view that is automatically zoomed out to the limits of the ship's secondary sensors. Ships smaller than stations are represented using dots instead of meshes. Orbital paths/gravitational fields should also be represented. Setting autopilot waypoints or nav targets should also be possible. See ''Homeworld'' for an example. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
==Starmap []==&lt;br /&gt;
&lt;br /&gt;
===Show dockable targets and factions in starmap []===&lt;br /&gt;
It would be useful for the map screen to show you what dockable planets and stations are present and what faction is in control in the system you have selected. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
===In-base starmap []===&lt;br /&gt;
It would be great to have a starmap you could consult while at a station. That way, you could make intelligent choices about hauling cargo. Having this accessible from a Station Library would be the way to go.&lt;br /&gt;
The other solution would be to add such functionality to the mission computer. E.g. except the Accept button for a chosen mission there could be a Map button that would, when pressed, show the route to the target star system of the mission.&lt;br /&gt;
Or the map could be accessible from the info screen. E.g. except the Pilot and Ship buttons there could be a Map button. Red circle with an arrow and 'YOU ARE HERE' text would be informative thing too. -''unknown''&lt;br /&gt;
&lt;br /&gt;
===Larger/better starmap window []===&lt;br /&gt;
Make the window/map as large as possible to increase its usefulness as a summary of in-system objects.  The starmap should not have such a thick frame, for example.  Currently it's trying to show more than the HUD in less space than the HUD.  While the player needs to be reminded the game isn't paused, this could be accomplished by providing a slight transparency to the starmap (such as 5% or 7% transparent, mostly opaque).  The transparency effect would be more fun for players. -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
Other improvements need to be made to make exploring using the starmap less painful.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14923 Large scale navigation]&lt;br /&gt;
&lt;br /&gt;
===Separate nav/info buttons []===&lt;br /&gt;
They're not related, so they should be separate buttons.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Modal buttons should show current mode []===&lt;br /&gt;
Move multifunction buttons that affect the view (Nav, Info, Map) away from buttons that affect how the view is represented (2D, 3D, Ortho); use color, position, size/shape, or distance to separate these button groups.  Anytime a button cycles between multiple modes (eg with 2d/3d/ortho), some visual cue should *show* the users which mode is the current one (bold/color/lighting). &lt;br /&gt;
*This menu has its virtues.  It's not entirely keyboard based, for example.&lt;br /&gt;
*One possible approach: &lt;br /&gt;
***use tabs for the different views, and buttons that light up for view-options. (Tabs should be stylized for the theme--green glowing outlines for example, or side tabs styled like gmail.com inbox/archive/trash/spam/... tabs).  &lt;br /&gt;
***Only show view options when they're applicable.  &lt;br /&gt;
***Make every view option a separate button (2d is its own button).   They should be separate controls because a modal button doesn't communicate which mode is selected.  A single button shouldn't do 3 things instead of 1 - it's not normal or expected, so it will confuse people.  &lt;br /&gt;
***Don't use tabs for 2d/3d/ortho, since changing the view in one affects the view in the others, and tabs usually indicate independence from each other.   While I don't suggest making them a radio list (this isn't a form to fill out), this is essentially what they are.  &lt;br /&gt;
***For efficiency, consider making it so users can glance at another view option without clicking on it: hovering over &amp;quot;2d&amp;quot; should make it 2d temporarily; Clicking 2d should make it stick.  This has the disadvantage that users may get confused: they might not think the buttons can be clicked, and will never actually switch to another view to manipulate the map.  For this reason, the buttons should clearly show their state, and their relationship should be obvious.   Perhaps something like a line should connect the three items, and the selected item should be depressed with glowing letters, while the others are raised.  Hovering doesn't raise a button, but it makes its text glow.  Even if this takes work, it will make the game a lot easier to understand and thus fun to play.  Even users who catch on quickly should feel like it's very smooth and obvious--smooth so focus stays on the game instead of the menu, and obvious so it's easier to remember where things are later.  Flashy so things are more memorable and satisfying to click (and thus discover).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Rename &amp;quot;Up/Down&amp;quot; []===&lt;br /&gt;
The labeling for Up/Down doesn't really tell what it does. The up/down button should be relabeled as &amp;quot;View - System/Sector&amp;quot; -- or separated into two buttons -- or toggle between saying &amp;quot;View System&amp;quot; and &amp;quot;View Sector&amp;quot; when the user clicks it.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Changes to planet/base icons []=== &lt;br /&gt;
It's hard to click on specific items.  Planets and bases don't need huge icons around them as with VS 0.4.3.  It makes it hard to read anything, and harder to select things that are close.  Just have the item whose center is closest to the cursor be selected.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
Geometric shapes should not be reused excessively. Try to reserve each shape for a particular class of object in order to prevent overlap and confusion. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2194&amp;amp;p=18146#p18146 In-Game Map]&lt;br /&gt;
&lt;br /&gt;
===Crowded areas []===&lt;br /&gt;
It's impossible to click on really closely spaced items.  When an area is crowded, selecting it should cause the map to temporarily zoom in to select the actual target, then zoom out again.  (Alternately, instead of zoom use a subwindow or popup menu of items to select near the cursor).    -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Preview target (on hover) []===&lt;br /&gt;
Hovering over any item should show its image as with the HUD view in bottom right.  This will help users to recognize what they're looking for. Also, consider showing distance to target and other details on hover (faction, friendliness rating number, estimated value, time in-system, favorite color, ...) -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
* While a target is hovered over, shift_1 through shift_9 should set it as a remembered target.  This fact should be advertised when the cursor is over the item.  If already assigned, the current number it is assigned to should be displayed;  Displaying key assignments immediately will show the user the assignment was successful, and keep them from forgetting if a target has already been assigned a number.  It will also remind a user if it was important.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
** Pressing a number 1-9 should jump the cursor to a remembered target.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
** While Shift is pressed but before a number is pressed, all the target assignments should be shown in a layover text.  Consider doing this for the HUD display too (although Ctrl and Shift do a lot more on the HUD, so it might not make sense there).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;You are here&amp;quot; indicator []===&lt;br /&gt;
Instead of another inconsequential dot showing &amp;quot;llama.begin&amp;quot; or something, highlight the current location (base computer) or ship (in-flight) using color, font, fontsize, thickness, icon, and/or pulsing color.  A crosshair won't work well in 3d, but it's worth considering.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
:I like how ''Homeworld'''s sensors mode put the ship at the center of the (spherical) coordinate system. Though this might not be appropriate for a starmap. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Color saturation indicates distance from camera []===&lt;br /&gt;
While color should still show what an item is, the color's saturation could be less saturated and smaller if the item is supposed to be further inside the map.  While rotating the 3d view, as items move closer to the camera, their colors should get more vibrant, the icons slightly larger.   To provide reference on saturation, the polar grid in 3d mode could be more vibrant in the front, and less so in back.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
:I disagree. I think colors should be reserved for different ''types'' of objects. (i.e. ships, astronomical objects, HUD information, etc.) -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Nav system/software upgrades []===&lt;br /&gt;
Sensor and Software upgrades could let the user toggle viewing of:&lt;br /&gt;
* SPEC gravity field interference (in grayscale or cloud/alpha gradients), &lt;br /&gt;
* commonly used flight paths &amp;amp; pirated zones (past battle locations per down-map system, or up-map color coding of dangerous sectors/stars)&lt;br /&gt;
* visited: stations &amp;amp; systems  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
Navigation software upgrades could let the user:&lt;br /&gt;
* plot direct courses for autopilot&lt;br /&gt;
* plot least-time courses for autopilot&lt;br /&gt;
* plot multi-stage courses (over several jumps), with auto-targeting of each consecutive jump point upon entering the system.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===News &amp;amp; mission view []===&lt;br /&gt;
This layer would only be available on stations/planets.&lt;br /&gt;
* Show news based on regions/stars.  A number beside each star could show how many relevant news items are from there.  Hovering and clicking on a star would show news for that star.&lt;br /&gt;
* Show star and route to star based on news.&lt;br /&gt;
* Also, search for and accept missions from the starmap.&lt;br /&gt;
* Transparency of the background could allow for skinning the news/mission/pilot views of the map screen, so that it seems different depending on where it's accessed.  Eg, in a news kiosk, it might have the GNN logo in the background and a reflection of the hangar or mall.  In the pilot seat, it could be semitransparent like a glass tactical screen, with a slight/blurred pilot helmet reflection and the HUD actively moving behind it.  Mission views could look like a Microsoft Surface(R) bar table.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Tooltips on mouse hover []===&lt;br /&gt;
* Sector View: on hover, Highlight jump routes connecting this star.  Keep highlighting jump routes if clicked?&lt;br /&gt;
* System View: on hover, Show object preview, with distance-to/name/faction/friendliness and other data, when mouse hovers over a ship or planet.  For jump points, list known(visited) places at the destination (planets, stations, etc).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Other suggested improvements...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9816 system map/hud radar]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11169 A Beeter Nav computer]&lt;br /&gt;
&lt;br /&gt;
==Base/Other UI==&lt;br /&gt;
&lt;br /&gt;
===Station library []===&lt;br /&gt;
A Station library / encyclopedia would provide a useful repository for background documents written by jackS and others, as well as providing a logical place to access the Map-screen. History articles and Race/Faction descriptions could be available from the library. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
:How about a Library Station? T'would be more scholarly. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
:Maybe Research Stations and University Planets should have the best libraries?  And other places have varying collections: military stuff at military stations (except that the player is a civilian so the military is the last place you'll find out anything about the military...).  - ''peter''&lt;br /&gt;
&lt;br /&gt;
::No, the military could have a lot of information on the history of some aircraft, and heaps of propaganda. Different factions could invent their own versions of the history of certain events. That way, you could have a heap of different articles available at different places. It would add a lot more depth to the world. You could also use it as a form of credits for some of the developers. Many games there days are going for a 'hidden credits within the game' approach. -''Aronzak''&lt;br /&gt;
&lt;br /&gt;
===Trade subscriptions []===&lt;br /&gt;
Subscriptions to publications that give news of trade opportunities or happenings in industry. Should be limited in scope to a particular industry or faction, but should cover a larger astronomical area than &amp;quot;General News&amp;quot;, be more thorough in its coverage, as well as/or be more explicit in how it can benefit the player. -''[[User:Shark|Shark]] and others''&lt;br /&gt;
&lt;br /&gt;
===Describe why upgrade X cannot be installed []===&lt;br /&gt;
In the ship upgrades screen, display a short note describing why you cannot install upgrade x (already installed/higher version installed/ship not capable etc.) - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Specialized repair console []===&lt;br /&gt;
In the ship upgrades screen, have one section specialized in repairs that lists all damaged components and makes it easy to select which ones to repair without having to click on all upgrade sections to check if there are damaged components hiding somewhere. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Expand/collapse all buttons []===&lt;br /&gt;
In the computer screens with expandable lists, have buttons 'expand all' and 'collapse all' to be able to expand or collapse the tree of all available items without clicking on the individual sections. &lt;br /&gt;
 &lt;br /&gt;
===Multiple-choice conversations [X]===&lt;br /&gt;
multiple choice dialogs (at the bottom at the screen, or as a pop-up, I don't know) that'd give writers a lot of flexibility. Besides empowering writers with the ability to do actual dialogs, it gives player the ability to negotiate, to investigate, to strike special deals, to add fine points to a mission--everything you can think of. And of course, multiple choice still can do the 'yes' and 'no'. - ''CubOfJudahsLion''&lt;br /&gt;
&lt;br /&gt;
===Cargo/ship/upgrade/weapon compare screen []===&lt;br /&gt;
As the title already states a screen where it is possible to compare the various items. Maybe having the separations '''cargos, ships, upgrades, weapons''' as they all have their special attributes and more important infos. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
===Sort mission list by destination []===&lt;br /&gt;
In the mission screen, add a button that sorts the missions by destination. Or at least sort the missions by destination rather than alphabetically within their categories. that way users can accept multiple missions which go to the same target system. -''Thawn''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?p=93927 sort missions by destination.]&lt;br /&gt;
&lt;br /&gt;
===Economic index []===&lt;br /&gt;
It would be nice if there was some kind of economic index, so you could tell what the buying and selling prices are for a given commodity. That way, when you are on a base that seems to have a lot of seafood, you can tell whether or not you're being ripped off. Maybe it should also just show the prices of the last time / 3 last times, otherwise it would be just too predictable. Being a newbie in space usually also means you have to find out about goods. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
:Maybe require some sort of a subscription-based service to provide the necessary database (see the Trade Subscriptions request). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Ship hardpoint display []===&lt;br /&gt;
Some sort of a display showing a model of your ship, as well as all hardpoints/device slots and the equipment installed on them. Applies to the in-flight UI, as well. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Gambling mini-game []===&lt;br /&gt;
Gambling for credits in bars. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Separate repair and refuel options []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10542 Fuel use causes damage?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11013 Repair in Upgrade Computer]&lt;br /&gt;
&lt;br /&gt;
===Base UI redesigns...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2063 Pictures for Cargo Items &amp;amp; ships]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10916 Add drop shadow or bg to menu text]&lt;br /&gt;
&lt;br /&gt;
===Faction event history []===&lt;br /&gt;
You should be able to see a history of faction events as a factor of time, including when a faction started or ceased to hate/love you.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13322 Factions log]&lt;br /&gt;
&lt;br /&gt;
===Improved bar graphics []===&lt;br /&gt;
Make the bars look better.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11371 Better Bar Character Graphics]&lt;br /&gt;
&lt;br /&gt;
===Other base UI issues...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9350 basecomputer UI]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9598 Problem with the UI]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13316 Questions ideas etc. about ships/ship interface.]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
===Game trailer []===&lt;br /&gt;
Create a short trailer for the game.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13192 How about a Vega Strike trailer?]&lt;br /&gt;
&lt;br /&gt;
===Voice acting [w]===&lt;br /&gt;
Record some human voices.&lt;br /&gt;
&lt;br /&gt;
''Initial Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10762 Vega Strike Voice Acting]&lt;br /&gt;
&lt;br /&gt;
Voice work has begun and you can hear it in SVN.  &lt;br /&gt;
&lt;br /&gt;
Ongoing work is discussed here: http://forums.vega-strike.org/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Guidelines and a list of voice acting projects is here: [[Development:Audio#Voice_Acting]]&lt;br /&gt;
&lt;br /&gt;
===In-game tutorial []===&lt;br /&gt;
Provide players with some hands-on instruction.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11314 In-game tutorial]&lt;br /&gt;
&lt;br /&gt;
===Racetrack []===&lt;br /&gt;
Create a racetrack where ships can compete for money.&lt;br /&gt;
:Some corridor type levels would be nice too. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10867 Raceship spacetrack + concept art &amp;gt; good for multiplayer]&lt;br /&gt;
&lt;br /&gt;
===More subdued colors []===&lt;br /&gt;
The colors and textures in ''VS'' are too bright and saturated, IMO. See ''Starshatter'' for good use of better, more subdued colors. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
==Network and multiplay==&lt;br /&gt;
===Network play [Y]===&lt;br /&gt;
The second most commonly requested feature is network play. Most people seem to want a massively multiplayer online game (MMO), and one day in the distant future this may become a reality. However, rudimentary network support is being actively developed. A &amp;quot;quake in space&amp;quot; deathmatch gametype should be available in the near future, possibly the next release.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=37&amp;amp;t=9305 Online multiplayer is now working.]&lt;br /&gt;
&lt;br /&gt;
===Clan-owned stations/property []===&lt;br /&gt;
Clan-owned headquarters and other properties that can be attacked and conquered.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15035 Clan HQ &amp;amp; Stations]&lt;br /&gt;
&lt;br /&gt;
===Make VS an MMORPG [W]===&lt;br /&gt;
Turn VS into an MMORPG.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10743 VS an MMORPG?]&lt;br /&gt;
&lt;br /&gt;
===Network lag meter and admin controls []===&lt;br /&gt;
*''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10991 [network]Network lag meter and server admin controls]&lt;br /&gt;
&lt;br /&gt;
===Smaller, cozier universe []===&lt;br /&gt;
And of course, theres got to be a limited numbers of systems(25-40) on the game universe so you will not end up with 99% unexplored areas with everyone getting lost in the long run. -''[[user:Paslowo|Paslowo]]''&lt;br /&gt;
&lt;br /&gt;
===Rare astronomical phenomena []===&lt;br /&gt;
&lt;br /&gt;
Rapid binary stars, neutron stars, black holes, etc. But rare.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
===Escape pods and insurance []===&lt;br /&gt;
Modifications to how players deaths are implemented.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9166 Online gameplay ideas]&lt;br /&gt;
&lt;br /&gt;
==Under the hood==&lt;br /&gt;
&lt;br /&gt;
===Unlock display and minimize game []===&lt;br /&gt;
Define a key (such as Alt_Tab) that will release the mouse cursor, pause the game, and minimize the window/switch back to the x-server in linux or the regular display in Windows. --[User:Bugeyedllama|Bugeyedllama]&lt;br /&gt;
* Alternative: Confine the mouse to the vegastrike window, and let the window switch away from fullscreen.  &amp;quot;X&amp;quot; could pause the game and release the mouse.&lt;br /&gt;
&lt;br /&gt;
===Serial port communications for custom controls and displays []===&lt;br /&gt;
Send ship information such as shield strength, the status of upgraded components, allied and enemy ship lock, etc., across a serial connection to a microcontroller such as the [http://www.arduino.cc/ Arduino] to be displayed via LCD screen(s) and LEDs.  In addition, make Vega Strike able to receive information back from the microcontroller across the same serial connection so that toggle and rotary switches, keypads, potentiometers, pressure sensors, buttons, etc., could be used to control certain ship functions, such as weapon selection, pilot ejection, communications, etc. -''scienceguy8''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?p=102641#102641 HUD Instruments - move to other screens/machines?]&lt;br /&gt;
&lt;br /&gt;
===Switch to Lua instead of Python [R]===&lt;br /&gt;
Translate all Python code to the Lua scripting language. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6739 Scripting Languages]&lt;br /&gt;
&lt;br /&gt;
===In-game configuration console []===&lt;br /&gt;
An configuration interface accessible from within the game (and thus platform independent as well).&lt;br /&gt;
&lt;br /&gt;
What one should be able to configure:&lt;br /&gt;
* Key bindings (by pressing them, not writing something code-like)&lt;br /&gt;
* Joystick and mouse configuration&lt;br /&gt;
* Basic graphic settings&lt;br /&gt;
* ....&lt;br /&gt;
* &amp;quot;Data Reload&amp;quot; button, so you could modify things in the units.csv and hit 'reload' to see changes without having to reopen the game. -''Jesse_the_Midget''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=3826 Question: UI for binding config?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13201 Ingame setup]&lt;br /&gt;
&lt;br /&gt;
===Mission editor []===&lt;br /&gt;
Create a dedicated tool to make it easier for people to script missions.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11738 Feature Request: Mission editor.]&lt;br /&gt;
&lt;br /&gt;
===Use sqlite for managing data []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11269 Any thoughts of using sqlite?]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Lite&amp;quot; version of VS []===&lt;br /&gt;
Create a &amp;quot;light&amp;quot; version of the game that takes up less disk space and can be distributed more easily.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11276 lighter version of vegastrike]&lt;br /&gt;
&lt;br /&gt;
===Support 64-bit Windows []===&lt;br /&gt;
Add support for 64-bit versions of Windows.&lt;br /&gt;
&lt;br /&gt;
''Discussion topics:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12189 64 bit windows versions]&lt;br /&gt;
&lt;br /&gt;
===VS as benchmark program []===&lt;br /&gt;
VS can be used to benchmark video card performance.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11796 The Vegastrike Benchmark TM]&lt;br /&gt;
&lt;br /&gt;
===Multimonitor support []===&lt;br /&gt;
Native support for multiple monitors, including monitors with specialized purposes.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14836 Dual monitor]&lt;br /&gt;
&lt;br /&gt;
===More options/variability in system generator []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14733 request to have more control on system generator]&lt;br /&gt;
&lt;br /&gt;
==Lists of requests/suggestions==&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2198 random discussion]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9934 RFC on some Good ideas(maybe)]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10714 A few Ideas]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10902 Lots of feature wishes...]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10929 Big bin of feedback]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Development:Roadmap]] - ''Discussion:'' [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=8844]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/phpwiki/index.php/VsFaqFeatureRequests VsFaqFeatureRequests] in the [http://vegastrike.sourceforge.net/phpwiki/ old wiki]&lt;br /&gt;
* [http://c2.com/cgi/wiki?CreepingFeaturitis] - Please be aware when adding feature requests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[FAQ:Modding]]&lt;br /&gt;
| up=[[FAQ]]&lt;br /&gt;
| next=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Orbital_Planet_Surfaces&amp;diff=19697</id>
		<title>Development:Orbital Planet Surfaces</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Orbital_Planet_Surfaces&amp;diff=19697"/>
				<updated>2014-02-22T14:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General=&lt;br /&gt;
&lt;br /&gt;
This page summarizes concepts and approaches to creating planet surfaces as seen from orbit.&lt;br /&gt;
Topics of atmospheric entry and close-to-surface planetary topology and atmospheric effects or planetary flight should be covered in a separate document.&lt;br /&gt;
&lt;br /&gt;
Two main topics are covered in this document:&lt;br /&gt;
* Development of textured surfaces&lt;br /&gt;
* Development of procedural surfaces&lt;br /&gt;
&lt;br /&gt;
=Textured Surfaces=&lt;br /&gt;
&lt;br /&gt;
==Texture Requirements==&lt;br /&gt;
&lt;br /&gt;
===Generic Image Requirements===&lt;br /&gt;
&lt;br /&gt;
Please read this [[Development:Graphics_Requirements]] page before continuing to the specific requirements.&lt;br /&gt;
&lt;br /&gt;
===Specific Image Requirements===&lt;br /&gt;
===Summary of Texture Requirements===&lt;br /&gt;
Textures ready for submission should fulfill:&lt;br /&gt;
* Codec: dds DXT1 with mipmaps for diffuse textures; dds DXT3 with mipmaps for citylight textures&lt;br /&gt;
* Extension: .texture&lt;br /&gt;
* Ratio (horizontal:vertical): 2:1&lt;br /&gt;
* Size: following the POT rule (power-of-two)&lt;br /&gt;
* Resolution: min 2048x1024&lt;br /&gt;
* Tilable (seamless): horizontally and vertically&lt;br /&gt;
* Quality: RQ or CQ&lt;br /&gt;
&lt;br /&gt;
===Image Resolution, Formats, and Quality===&lt;br /&gt;
The planet surface graphics format currently recommended for the game is '''dds''' format with dxt1 compression, with filenames ending in '''.texture'''.  (Before May 2008, DDS textures were stored in files named .png, because of references to filenames in other places.)&lt;br /&gt;
&lt;br /&gt;
The '''image ratio''' horizontal:vertical must be 2:1 (assuming pixel ratio of the map is 1:1), since the texture is wrapped around the planet sphere horizontally around 360 degrees and vertically around 180 degrees.&lt;br /&gt;
Necessarily, in order for the surface not to appear distorted, your '''pixel ratio''' of the generated texture must be 1.0, i.e. a circle must show as a circle when viewing the texture in an image viewer, on a monitor with square pixels.&lt;br /&gt;
&lt;br /&gt;
The vertical and horizontal sizes should be a '''power of two''' (POT).&lt;br /&gt;
Really, NPOT (non-power-of-two) textures are possible, but really, really, really troublesome. Don't use them. Just use POT. Love the POT. The POT is the mother, the POT is the father. Trust the POT.&lt;br /&gt;
&lt;br /&gt;
That leaves few options:&lt;br /&gt;
*1024x512&lt;br /&gt;
*2048x1024&lt;br /&gt;
*4096x2048&lt;br /&gt;
*8192x4096&lt;br /&gt;
&lt;br /&gt;
Keeping original high resolution image (e.g. 8192x4096 or 4096x2048) versions in stock helps maintaining quality and scalability as game development progresses or typical screen resolutions rise in the future with better hardware available to the players.&lt;br /&gt;
&lt;br /&gt;
Most of the surface textures included in data have a horizontal resolution of 1024 or below. Committed textures are classified as:&lt;br /&gt;
* DQ - Development Quality: textures with horizontal resolution of 1024 or below and low degree of realism&lt;br /&gt;
* RQ - Release Quality: textures with horizontal resolution of 2048 or above and medium degree of realism&lt;br /&gt;
* CQ - Cinematographic Quality: textures with horizontal resolution of 2048 or above and high degree of realism&lt;br /&gt;
&lt;br /&gt;
===Image Properties===&lt;br /&gt;
Naturally, the images should be '''seamless (tilable)''' so that seams are not visible on the rotating planet, neither on the stitch nor at the poles.&lt;br /&gt;
&lt;br /&gt;
3d rendering software with unwrap functions is recommended, since it is extremely inefficient and troublesome to create seamless textures in 2d programs.&lt;br /&gt;
&lt;br /&gt;
===Planet textures required===&lt;br /&gt;
[source: klauss]&lt;br /&gt;
*Diffuse color map (the actual planet texture)&lt;br /&gt;
*Night map (with city lights); needs to have alpha channel for the transparent areas. Compression type must be DXT3. &lt;br /&gt;
*Specular map as usual.&lt;br /&gt;
*Cloudmap... not so usual. The cloudmap contains color in the color data - but base, unlit color. Until now, I couldn't find a case where the color portion of the texture wasn't uniform, so I might drop color &amp;quot;texture&amp;quot; for a uniform color &amp;quot;parameter&amp;quot; - but in any case, the texture contains the cloud's basic color in the color portion (fully white for earthish textures), and &amp;quot;thickness&amp;quot; in the alpha channel. What I did to create the current cloudmaps: transfer the color (grayscale) channel to the alpha channel, adjust its &amp;quot;dynamic distribution&amp;quot;, kind-of gamma correction, to avoid saturation of the alpha channel as much as possible (it looks bad), and filled the color channel with white. Thickness means that - the thickness of clouds. It indirectly translates to their height. All clouds are based on the same level (they usually are in reality, minus some exceptions), and grow upwards as much as the alpha channel tells it to.&lt;br /&gt;
*Normalmap as usual (though normalmaps are presently not required, they aren't any different from unit normalmaps: RGB with normal data, Alpha with height data).&lt;br /&gt;
&lt;br /&gt;
==Development Tools, Tutorials==&lt;br /&gt;
&lt;br /&gt;
===GIMP===&lt;br /&gt;
[[Links:Graphic_Applications#GIMP|GIMP - the GNU Image Manipulation Program]] is quite versatile; to work with texture files, you'll need DDS plugin (if it's not installed already).&lt;br /&gt;
&lt;br /&gt;
A good starting point for e.g. gas giant texture maps is the 'Solid Noise' filter.&lt;br /&gt;
&lt;br /&gt;
There is a way to make planetary twisters like Uranius or so, using the Gimp. First you must create the gas texture, and then apply the distort filter into Filters&amp;gt;Distortions&amp;gt;Deformation. Then set the deformation type to &amp;quot;counterclockwise swirl&amp;quot;, and the make one or two swirls. This will generate swirls at the surface.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you like a hurricane zone, for example [http://en.wikipedia.org/wiki/Great_Red_Spot Jupiter's Great Red Spot], you can do it very simply: first select a ecliptic small zone, which will be the future hurricane. Then apply the filter Filters&amp;gt;Distortions&amp;gt;Lens Crystal, and apply a bit crystal lens distortion. Then, deselect that selected zone, and apply Filters&amp;gt;Distortions&amp;gt;Deformation, and set the deformation to &amp;quot;move&amp;quot;, and move the left and right sides of the elliptical form a bit, just to make the effect of undercloud.&lt;br /&gt;
&lt;br /&gt;
===POV-Ray===&lt;br /&gt;
[Links:3D_Applications#POV-Ray|POV-Ray (Persistence of Vision Raytracer)] with its unique scripting approach and through a large base of available texture, pigment, and material functions provides almost unlimited possibilities to creating surface maps.&lt;br /&gt;
&lt;br /&gt;
Maps can be exported by using a spherical camera setting:&lt;br /&gt;
''camera {spherical angle 360}''&lt;br /&gt;
&lt;br /&gt;
===Blender===&lt;br /&gt;
[Links:3D_Applications#Blender|Blender 3D] &lt;br /&gt;
&lt;br /&gt;
Scripts for blender can be created using Python. No application of blender for creation of planet surfaces is known to us currently. Submissions are appreciated.&lt;br /&gt;
&lt;br /&gt;
===Tutorials===&lt;br /&gt;
Some great tutorials can be found at [http://www.solarvoyager.com/tutorials.asp Solar Voyager]. They are geared toward 3dsmax and Photoshop, but are general enough in scope that they could be easily adapted to GIMP and POV-Ray.&lt;br /&gt;
&lt;br /&gt;
==Including and Testing==&lt;br /&gt;
&lt;br /&gt;
===Systems Substitution Testing===&lt;br /&gt;
&lt;br /&gt;
In the .systems file of the systems where you saved the game (data/sectors/SectorName/), search for the planet that you want to test your texture on and replace the current texture in the 'file' statement with your texture, e.g.&lt;br /&gt;
&lt;br /&gt;
*Take: &amp;lt;Planet name=&amp;quot;Wiley&amp;quot; file=&amp;quot;planets/rock.texture&amp;quot; ...&amp;gt;&lt;br /&gt;
*Replace with: &amp;lt;Planet name=&amp;quot;Wiley&amp;quot; file=&amp;quot;planets/rocky_wiley.texture&amp;quot; ...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: You can search in data dir using the command ''grep -R &amp;quot;rock_water.texture&amp;quot; sectors''&lt;br /&gt;
&lt;br /&gt;
Should your planet texture not be listed in the sector definition files, you can edit the system config file &amp;quot;sectors/testsystems/planets.system&amp;quot; to change your texture on one of the existing planets and then run Vega Strike with the planet test mission:&lt;br /&gt;
&lt;br /&gt;
''./vegastrike test/planets.mission''&lt;br /&gt;
&lt;br /&gt;
===Editing Systems===&lt;br /&gt;
&lt;br /&gt;
In some cases it is required to tweak the universe in order to add new textures.&lt;br /&gt;
A very good HowTo explains the road to be taken here.&lt;br /&gt;
* [[HowTo:Edit_Systems]] with&lt;br /&gt;
** [[HowTo:Edit_Systems:Milkyway]]&lt;br /&gt;
** [[HowTo:Edit_Systems:System_Files]]&lt;br /&gt;
&lt;br /&gt;
==Selection and Vetting Process==&lt;br /&gt;
&lt;br /&gt;
===Some Thoughts===&lt;br /&gt;
While many textures are still with the DQ (development quality) status, it is important to quickly raise the quality of all textures to release status and beyond. In this stage, following the selection (or vetting) process might not be of the highest importance.&lt;br /&gt;
However when replacing visually appealing textures or raising the overall quality to CQ (cinematographic) it is of advantage to share your decisions with the whole community. This is exactly the purpose of the selection and vetting process.&lt;br /&gt;
&lt;br /&gt;
Enthusiasm, the strong motivation to contribute his own work, see it published in a release, and be part of the community, often brings the danger along of falling into the pitfall and want to contribute and replace too many textures at the same time.&lt;br /&gt;
The more advanced in quality and visual appeal the textures become the more important it becomes to create a very distinct and personal look to the particular texture or even planet, since the ultimate goal is to have an individual surface for each planet.&lt;br /&gt;
&lt;br /&gt;
Ultimately, nobody really knows how extra-solar planets look like but here are some references that might inspire you to create an individual, unique, and personal texture:&lt;br /&gt;
* The planet name might give you some hints&lt;br /&gt;
* The planet type says something about possible surface type&lt;br /&gt;
* Analyze the essence of the existing texture in color, structure, area division&lt;br /&gt;
* Inspire yourself by other works of art (paintings, computer generated art, astronomical sites, science-fiction movies)&lt;br /&gt;
&lt;br /&gt;
And of course, push your tools to their limits.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen a replacement candidate and have one or more proposals...&lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
If you are not sure that your texture meets the basic requirements, then please open a forum topic posting your textures.&lt;br /&gt;
Here's a summary of requirements:&lt;br /&gt;
* Format: dds (with .texture extension)&lt;br /&gt;
* Ratio (horizontal:vertical): 2:1&lt;br /&gt;
* Size: following the POT rule (power-of-two)&lt;br /&gt;
* Resolution: min 2048x1024&lt;br /&gt;
* Tilable (seamless): horizontally and vertically&lt;br /&gt;
* Quality: RQ or CQ&lt;br /&gt;
&lt;br /&gt;
If a texture that you have created meets the above described requirements, then:&lt;br /&gt;
* Open a poll for a reasonable period of time (e.g. 2 weeks) and describe:&lt;br /&gt;
** which texture(s) you'd like to replace&lt;br /&gt;
** show which are the candidates&lt;br /&gt;
** describe briefly the method of creation&lt;br /&gt;
** If you'd like to replace more than one texture, describe how you would assign the favorites of the poll to the individual textures&lt;br /&gt;
&lt;br /&gt;
* After a set period of time&lt;br /&gt;
** announce the winners&lt;br /&gt;
** and call the poll closed&lt;br /&gt;
&lt;br /&gt;
* Then&lt;br /&gt;
** Submit the textures to svn (in case you have commit rights attributed), or&lt;br /&gt;
** through the forum ask a developer with write access to submit them (e.g. the maintainer of this page, [[User:pyramid|pyramid]]).&lt;br /&gt;
&lt;br /&gt;
==Submission Process==&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
If you have svn commit access, then you will need nVidia's free texture tool nvcompress to transform your original textures to optimized dds textures.&lt;br /&gt;
Get the tool here: [http://developer.nvidia.com/object/texture_tools.html NVIDIA Texture Tools]&lt;br /&gt;
&lt;br /&gt;
The following applies to NVIDIA texture tools version 0.9.4. More recent versions have not yet been tested.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in handling 1 pixel mipmaps in the original version, you will be further required to patch the tools with safemode's patch. This can be obtained here: [http://signal-lost.homeip.net/files/nvidia-texture.patch save nvidia-texture.patch file]&lt;br /&gt;
&lt;br /&gt;
Patch the texture tools, compile, and install them.&lt;br /&gt;
&lt;br /&gt;
===Texture Optimization===&lt;br /&gt;
Transform your original texture using nvcompress using the DXT1 format.&lt;br /&gt;
&lt;br /&gt;
''nvcompress -bc1 textureoriginal1.png texture_dds.texture''&lt;br /&gt;
&lt;br /&gt;
Verify the optimized texture either by opening it with the GIMP and making sure that 12 mipmap layers (for 2048x1024 resolution) are contained in the file, or by checking it with &lt;br /&gt;
&lt;br /&gt;
''nvddsinfo texture_dds.texture''&lt;br /&gt;
&lt;br /&gt;
Lightmap textures require the alpha channel to be included in the compressed texture. Use the DXT3 format to compress:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''nvcompress -bc2 lightmap_master.png lightmap_texture_dds.texture''&lt;br /&gt;
&lt;br /&gt;
===Committing to SVN===&lt;br /&gt;
&lt;br /&gt;
If you have write access to svn then submit the textures after going through the community selection process.&lt;br /&gt;
Otherwise, please call through a forum topic a developer with write access to submit them.&lt;br /&gt;
&lt;br /&gt;
As of May 2008, svn has two directories for texture data:&lt;br /&gt;
* /masters/textures that holds the original textures and also source files that were used to create the textures&lt;br /&gt;
* /data/textures that holds the optimized dds/DXT1 textures&lt;br /&gt;
&lt;br /&gt;
==Development Needs and Tasks==&lt;br /&gt;
&lt;br /&gt;
Proposed development roadmap:&lt;br /&gt;
*Phase 1 [91%]: Replace existing textures with at least 2048x1024 textures (release quality). Exceptionally sol textures should have minimum resolution of 1024x512 since hi resolution maps for solar system bodies are hard to find for all objects.&lt;br /&gt;
*Phase 2 [ 0%]: Expand the set of textures to include more variety in milky_way.xml&lt;br /&gt;
*Phase 3 [ 0%]: Develop cinematographic quality surface (planet, lights) and atmosphere (cloud/weather) maps&lt;br /&gt;
&lt;br /&gt;
List of tasks for textured planet surfaces: [[Development:2D_Images#Orbital_Planet_Surfaces]]&lt;br /&gt;
&lt;br /&gt;
=Procedural Surfaces=&lt;br /&gt;
&lt;br /&gt;
At the time of writing (February 2008) no known implementation of procedural orbital planet surfaces exists in Vega Strike.&lt;br /&gt;
&lt;br /&gt;
However, an attempt has been started and you can find some more information in the following thread:&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=10520 seamless planetary descent with automatic mesh generation]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
References apply both to textured and procedural approaches if not stated otherwise.&lt;br /&gt;
&lt;br /&gt;
==Software, Tools==&lt;br /&gt;
For a comprehensive list of tools, please see:&lt;br /&gt;
*[[Links:Graphic_Applications|Links:Graphic Applications]]&lt;br /&gt;
*[[Links:3D_Applications|Links:3D Applications]]&lt;br /&gt;
&lt;br /&gt;
==Wiki References==&lt;br /&gt;
&lt;br /&gt;
Planets and Systems&lt;br /&gt;
*Listing and description of planet types: [[Manual:Planet_types]]&lt;br /&gt;
*Editing Systems using milky_way or system files: [[HowTo:Edit_Systems]]&lt;br /&gt;
&lt;br /&gt;
Development Roadmap&lt;br /&gt;
*Improved planet textures (Higher quality/Fractal Enhanced?): [[Development:Roadmap#Aspects_for_consideration]]&lt;br /&gt;
*List of tasks for textured planet surfaces: [[Development:2D_Images#Orbital_Planet_Surfaces]]&lt;br /&gt;
&lt;br /&gt;
==Forum References==&lt;br /&gt;
&lt;br /&gt;
Texture Requirements&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=9160 4.4 release work]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=9401 Artwork/data overhauls]&lt;br /&gt;
&lt;br /&gt;
Development Tools&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=7055 Tools for creating planet textures]&lt;br /&gt;
&lt;br /&gt;
Examples, Including, Testing&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=7116 Orbital planet surfaces: gas giants]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=3664 Orbital planet surfaces]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=5957 Some New Planets]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=4008 stand clear. planets coming through]&lt;br /&gt;
&lt;br /&gt;
Submission Process&lt;br /&gt;
&lt;br /&gt;
Development Needs and Tasks&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?p=36698 Shady Planet...]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=6200 YASP (Yet Another Shady Planet) ;-)]&lt;br /&gt;
&lt;br /&gt;
Improvement and Development Proposals&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=3543 Auto-Enhancing Textures]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=1970 Fractal Generation System]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=2371 More pretty stuff: atmospheres and planet surfaces]&lt;br /&gt;
&lt;br /&gt;
Planetary Flight Topics&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=9645 Theoretical planetside mode]&lt;br /&gt;
&lt;br /&gt;
==External References==&lt;br /&gt;
&lt;br /&gt;
===Gas Giant Surfaces===&lt;br /&gt;
&lt;br /&gt;
*[http://www.daviddarling.info/encyclopedia/J/Jupiter.html#Atmosphere Jupiter Atmosphere]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Jupiter_(planet)#Atmosphere Jupiter (planet)]&lt;br /&gt;
*[http://antwrp.gsfc.nasa.gov/apod/ap970920.html The Clouds of Jupiter]&lt;br /&gt;
*[http://www.sbg.ac.at/geo/idrisi/remote_sensing_tutorial/rst.gsfc.nasa.gov/sect19/sect19_15.html Planetary Remote Sensing - Jupiter]&lt;br /&gt;
*[http://opensourceschools.org/article.php?story=20030428204319316 Atmospheres of the Gas Giants]&lt;br /&gt;
*[http://www.solstation.com/stars/jupiter.htm Solstation Jupiter]&lt;br /&gt;
*[http://vims.artov.rm.cnr.it/data/res-jup.html The Cassini Instruments - Jupiter]&lt;br /&gt;
&lt;br /&gt;
===Image References===&lt;br /&gt;
*[http://www.cosmiclight.com/imagegalleries/images/space/jupiter-io.jpg Io over Jupiter]&lt;br /&gt;
*[http://www.celestiamotherlode.net/catalog/images/screenshots/jupiter/4kjupiter__johnvanvliet.jpg Celestia Jupiter Map]&lt;br /&gt;
*[http://www.celestiamotherlode.net/catalog/images/screenshots/neptune/neptune__tcorbin.jpg Celestia Neptune Map]&lt;br /&gt;
*[http://www.mmedia.is/bjj/data/jupiter_css/jupiter_css.jpg Bjorn Jonsson's Planetary Maps]&lt;br /&gt;
&lt;br /&gt;
===Tutorial References===&lt;br /&gt;
* [http://gallery.artofgregmartin.com/tuts_arts/making_a_planet.html &amp;quot;Make a planet&amp;quot; tutorial by Greg Martin]&lt;br /&gt;
* [http://alyn.deviantart.com/art/Advanced-planet-creation-11885274 &amp;quot;Advanced planet creation&amp;quot; by alyn]&lt;br /&gt;
&lt;br /&gt;
'''Author: [[User:pyramid|pyramid]]'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:System_Backgrounds&amp;diff=19696</id>
		<title>Development:System Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:System_Backgrounds&amp;diff=19696"/>
				<updated>2014-02-22T13:58:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Development]]}}&lt;br /&gt;
----&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
This page summarizes concepts and approaches to creating space backgrounds compatible with Vega Strike.&lt;br /&gt;
&lt;br /&gt;
Backgrounds in space are sphere mapped textures arranged in a cube-shaped sky box, so you will need to give us a set of six images.&lt;br /&gt;
&lt;br /&gt;
The engine generates stars with low density, defined distribution, without anti-aliasing, and without lens effects (except for the in-system stars). It is  recommended to try two approaches  when generating your textures - textures with and without background stars - then compare the results, and choose the best one. Vega Strike engine will always render it's stars on top of the background texture. A general recommendation for rendering with or without stars cannot be given since it will very much depend on the density and size of the stars that you will make, as well as the amount of lens effects that you apply. As with any other art for VS, it may be an iterative approach of creation, review, and improvement until approval. If you get near Sol, the VS engine can (configurably) generate stars based on a map of 4000 nearby stars that were processed a few years back. A bigger list would still only have stars in something resembling a sphere around Sol.&lt;br /&gt;
&lt;br /&gt;
=Development Needs and Tasks=&lt;br /&gt;
&lt;br /&gt;
We could always use more space backgrounds. Ideally, each system in Vega Strike deserves a unique background.&lt;br /&gt;
&lt;br /&gt;
Please head over here for a list of open tasks: [[Development:2D_Images#Space_Backgrounds|2D Images - Space Backgrounds]]&lt;br /&gt;
&lt;br /&gt;
Proposed development roadmap:&lt;br /&gt;
*Phase 1 [58%]: Replace existing textures with at least 1024x1024 textures (release quality)&lt;br /&gt;
*Phase 2 [ 0%]: Expand the set of textures to include more variety per system&lt;br /&gt;
*Phase 3 [ 0%]: Develop cinematographic quality backgrounds&lt;br /&gt;
&lt;br /&gt;
=Space Backgrounds=&lt;br /&gt;
&lt;br /&gt;
Backgrounds in space are textures arranged in a cube-shaped sky box, like a cardboard paper that you can fold together to a box with the texture remaining on the inside of the box. &lt;br /&gt;
&lt;br /&gt;
Creating space background from original images (e.g. Hubble) is not recommended. What you usually would do in such a case, is to map an original image (if you choose use real universe imaginary, though I would recommend to make sure that the original image is not copyrighted) to the inner side of a sphere and then rotate a 90º angle camera four times around one axis (faces 1-4) plus another two times (faces 5-6). This means that at current minimum resolution of 1024x1024, in order to get the same quality without enabling texture interpolation, you would require an original image with at least 4096 pixels (1024 x 4 (one-axis rotations) and truly ridiculous 32768px for 8192px faces. Here we have two good reasons not to use original images as the basis for our space background (copyright and high original resolution). It is rather essential to create your individual space background to use in Vega Strike. Resolution should be no issue with any 3d rendering programs.&lt;br /&gt;
&lt;br /&gt;
Each system uses 6 cube faces each with maximum 1024x1024 resolution. You can go up to whatever your card memory will take, I guess maybe around 8192x8192 if there are not too many ship types in the system with a 256MB VRAM card. However high resolutions might utilize the VRAM too much in the presence of many different textures in the same system (ship types, planets, rings, suns, stations) so we have opted for maximum resolution of 1024x1024 for now.&lt;br /&gt;
&lt;br /&gt;
With a 1024x1024 textures and a standard FOV of 37.5 degrees we are viewing about 427 pixels on the screen ( = 4*1024*37.5/360). With a monitor resolution of 1280 this corresponds to one background pixel being stretched to 3 screen pixels ( ~1280/427 ). To get a clean image we would need at least a background face resolution of 3*1024x = 3072x, which not being POT would make it 4096x (2^12) and end up in 64MB VRAM usage per system background (shock!) while the 1024x1024 resolution makes it only 4MB.&lt;br /&gt;
&lt;br /&gt;
We are currently encoding backgrounds with DXT1 which has a very high compression ratio (8:1 without alpha channel) and the banding is more prominent. It is a known behavior with smooth hue gradients and DDS compression.&lt;br /&gt;
&lt;br /&gt;
==Texture Requirements==&lt;br /&gt;
&lt;br /&gt;
===Generic Image Requirements===&lt;br /&gt;
&lt;br /&gt;
Please read this [[Development:Graphics_Requirements]] page before continuing to the specific requirements.&lt;br /&gt;
&lt;br /&gt;
===Specific Image Requirements===&lt;br /&gt;
We require six images that make the six sides of the imaginary box: back, front, right, left, top, and bottom.&lt;br /&gt;
&lt;br /&gt;
The texture graphics format currently recommended for the game space backgrounds is '''png''' format, but the file extension must be renamed to '''bmp'''. VS engine automatically recognizes the image format. This means that you can e.g. save your image in '''png''' format and then rename it to '''bmp''' and internally it will be still recognized as '''png''' format. The name change is required because you cannot specify the extension in the system description files and VS assumes the images are named with '''bmp''' extension.&lt;br /&gt;
&lt;br /&gt;
The '''image ratio''' horizontal:vertical must be 1:1 (assuming pixel ratio of the map is 1:1), since the texture is mapped to a cube with equal edge dimensions.&lt;br /&gt;
Necessarily, in order for the surface not to appear distorted, your '''pixel ratio''' of the generated texture must be 1.0, i.e. a circle must show as a circle when viewing the texture in an image viewer.&lt;br /&gt;
&lt;br /&gt;
The vertical and horizontal sizes per skybox face should be a '''power of two''' (POT).&lt;br /&gt;
Really, NPOT (non-power-of-two) textures are really, really, really troublesome. Don't use them. Just use POT. Love the POT. The POT is the mother, the POT is the father. Trust the POT.&lt;br /&gt;
&lt;br /&gt;
That leaves few options:&lt;br /&gt;
*512x512&lt;br /&gt;
*1024x1024&lt;br /&gt;
*2048x2048&lt;br /&gt;
*4096x4096&lt;br /&gt;
*8192x8192&lt;br /&gt;
&lt;br /&gt;
Keeping original high resolution image (e.g. 8192x4096 or 4096x2048) versions in stock helps maintaining quality and scalability as game development progresses or typical screen resolutions rise in the future with better hardware available to the players.&lt;br /&gt;
&lt;br /&gt;
Committed textures are classified as:&lt;br /&gt;
* DQ - Development Quality: textures with horizontal resolution of 512 or below and low degree of artistic quality&lt;br /&gt;
* RQ - Release Quality: textures with horizontal resolution of 1024 or above and medium degree of artistic quality&lt;br /&gt;
* CQ - Cinematographic Quality: textures with horizontal resolution of 2048 or above and high degree of artistic quality&lt;br /&gt;
&lt;br /&gt;
===Data Compression Requirements===&lt;br /&gt;
&lt;br /&gt;
Space backgrounds are non-transparent, hence DXT1 compression will suffice. Assuming a very large distance to viewer the compressed textures do not require mipmaps. This can be achieved with nVidia texture tools using the command:&lt;br /&gt;
* &amp;lt;code&amp;gt; ''nvcompress -bc1 -nomips background_original.png background_data.bmp'' &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating and Naming==&lt;br /&gt;
&lt;br /&gt;
You can use one of those tools described further down in [[Development:System_Backgrounds#Tutorials|tutorials]]. The following descriptions were tested with the settings used in the [[Development:System_Backgrounds#POV-Ray|POV-Ray tutorial]].&lt;br /&gt;
&lt;br /&gt;
After creating your images you'll probably need to rename their suffixes to be compatible with Vega Strike format. This little map should help you get the orientation and namings right.&lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.DownloadItem&amp;amp;g2_itemId=7154&amp;amp;g2_serialNumber=2&amp;amp;ext=.png&lt;br /&gt;
&lt;br /&gt;
If your texture core name is &amp;quot;blue2&amp;quot; you will have to produce the six images &amp;quot;blue2_1&amp;quot; through &amp;quot;blue2_6&amp;quot; with the correct orientation. Now take those suffixes (indexes) and rename them as follows: &amp;quot;blue2_1&amp;quot; to &amp;quot;blue2_back&amp;quot;, &amp;quot;blue2_2&amp;quot; to &amp;quot;blue2_right&amp;quot;, you are getting the hang of I guess. Continue until texture part 6. You may easily create a small script to do the job for you. Note: the underscore &amp;quot;_&amp;quot; separator is essential in your final textures.&lt;br /&gt;
&lt;br /&gt;
At this point you may want to decide if your new texture should replace a low quality texture, i.e. become generically available for several systems, or if you want to make a system specific background. The first case is applicable at this stage of the development, where still many backgrounds present low artistic quality (DQ). Later, you may want to prepare specific system textures. At this stage the background core name should correspond to the system name. In the latter case (only) editing of the system file before submission will be required.&lt;br /&gt;
&lt;br /&gt;
Now you should be ready to go to the next step of verifying your space background inside Vega Strike.&lt;br /&gt;
&lt;br /&gt;
==Including and Testing==&lt;br /&gt;
&lt;br /&gt;
First of all, copy your six texture files to the &amp;lt;code&amp;gt;data/textures/backgrounds&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
The easiest way to test your new background is by trying it out in the test system.&lt;br /&gt;
Edit the system configuration file &amp;quot;sectors/testsystems/planets.system&amp;quot; (yes, the same one you can use to test your planet textures) to change your texture at the beginning of the file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;system name=&amp;quot;Sandbox&amp;quot; background=&amp;quot;backgrounds/blue2&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then run Vega Strike with the planet test mission:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;''./vegastrike test/planets.mission''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you are happy with your texture, choose a system that you want to put it in. To generally (for all systems that are using it) replace e.g. the old &amp;quot;blue2&amp;quot; background you can search in &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; directory using the command&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;''grep -R &amp;quot;blue2.png&amp;quot; sectors/*''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In case you are creating a system specific texture, adapt the system background description directly. &lt;br /&gt;
&lt;br /&gt;
This should give you a list of sectors using that texture. Now you can copy and edit a save file to be located in exactly that system ([[Manual:Cheats#Location_.2F_Sector_.2F_System|view instructions here]]) you'd like to evaluate.&lt;br /&gt;
&lt;br /&gt;
Finally, please verify that the texture meets the basic requirements. In summary:&lt;br /&gt;
* Format: png; Extension: bmp&lt;br /&gt;
* Image Ratio (horizontal:vertical): 1:1&lt;br /&gt;
* Size: following the POT rule (power-of-two)&lt;br /&gt;
* Resolution: minimum 1024x1024&lt;br /&gt;
* Seamless: horizontally and vertically&lt;br /&gt;
* Quality: RQ or CQ&lt;br /&gt;
&lt;br /&gt;
If all test are satisfactory, you can proceed with the community review (vetting) and submission.&lt;br /&gt;
&lt;br /&gt;
==Selection and Vetting==&lt;br /&gt;
&lt;br /&gt;
===Some Thoughts===&lt;br /&gt;
While many textures are still with the DQ (development quality) status, it is important to quickly raise the quality of all textures to release status and beyond. In this stage, following the selection (or vetting) process might not be of the highest importance (assuming your work has 'some' artistic quality).&lt;br /&gt;
However, when replacing visually appealing textures or raising the overall quality to CQ (cinematographic) it is of advantage to share your decisions with the whole community. This is exactly the purpose of the selection and vetting process.&lt;br /&gt;
&lt;br /&gt;
Enthusiasm, the strong motivation to contribute his own work, see it published in a release, and be part of the community, often brings the danger along of falling into the pitfall and wanting to contribute and replace too many textures at the same time. Take it slowly. Since the ultimate goal is to have an individual background for each system, the more advanced (in quality and visual appeal) the textures become, the more important it becomes to create a very distinct and personal look to the particular texture and system. &lt;br /&gt;
&lt;br /&gt;
Ultimately, through availability of abundant imagery, we can get an idea of the visual marvels that space offers to us. Anyhow, here are some considerations that might inspire you to create an individual, unique, and personal texture:&lt;br /&gt;
* If you want to replace a background, analyze the essence of the existing texture in color, structure, spatial division, and try to come up with something similar (in essence, not appearance)&lt;br /&gt;
* Inspire yourself by other works of art (paintings, computer generated art, astronomical sites, science-fiction movies), real images (NASA, Hubble, ...)&lt;br /&gt;
&lt;br /&gt;
And of course, push your tools to their limits.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen a replacement candidate and have one or more proposals...&lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
If you are not sure that your texture meets the basic requirements, then please open a forum topic posting your textures.&lt;br /&gt;
Please verify the summary of requirements [[Development:System_Backgrounds#Including_and_Testing|above]].&lt;br /&gt;
&lt;br /&gt;
If a texture that you have created meets the texture requirements, then:&lt;br /&gt;
* Open a poll for a reasonable period of time (e.g. 2 weeks) and describe:&lt;br /&gt;
** which texture(s) you'd like to replace&lt;br /&gt;
** display your candidates&lt;br /&gt;
** briefly describe the method of creation and tools used&lt;br /&gt;
** If you'd like to replace more than one texture, describe how you would assign the favorites of the poll to the individual textures&lt;br /&gt;
&lt;br /&gt;
* After a set period of time&lt;br /&gt;
** announce the winners&lt;br /&gt;
** and call the poll closed&lt;br /&gt;
&lt;br /&gt;
* Then&lt;br /&gt;
** Submit the textures to svn (in case you have commit rights attributed), or&lt;br /&gt;
** through the forum ask a developer with write access to submit them (e.g. the maintainer of this page, [[User:pyramid|pyramid]]).&lt;br /&gt;
&lt;br /&gt;
==Submission==&lt;br /&gt;
&lt;br /&gt;
AKA: Committing to SVN.&lt;br /&gt;
&lt;br /&gt;
You will be required to submit:&lt;br /&gt;
* Six image files (with '''bmp''' extension, the correct orientation and naming)&lt;br /&gt;
* A system file if you are not replacing an existing background but have created a new system specific texture&lt;br /&gt;
&lt;br /&gt;
In addition you may also submit:&lt;br /&gt;
* the source code or project file used to create the textures&lt;br /&gt;
* a credits text file stating you as the creator of that work, plus any additional info you may want to supply (real name, experience, thoughts on the image, license type (CC, or GPL))&lt;br /&gt;
&lt;br /&gt;
If you have write access to svn then submit the textures after going through the community selection process.&lt;br /&gt;
Otherwise, please call, through a forum topic or private message, a developer with write access to submit them.&lt;br /&gt;
&lt;br /&gt;
As of September 2007, svn has two directories for texture data:&lt;br /&gt;
* \masters\textures that holds the original textures and also source files that were used to create the textures (if you are willing to share them so that larger resolutions may be produced in the future if required)&lt;br /&gt;
* \data\textures that holds the textures used in game.&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
==HDR Shop==&lt;br /&gt;
[Source: PhpWiki from September 28, 2003 10:49 | Author: Spiner]&lt;br /&gt;
&lt;br /&gt;
Once you have your image done load it into HDRShop and choose Image/Panorama/Panoramic transformations.&lt;br /&gt;
&lt;br /&gt;
Under your source image(left side of menu) there will be a format option(should say mirrorball) choose mirrorball closeup. now on the right side (destination image, keep new image) under format choose Cubic Environment vertical cross.&lt;br /&gt;
&lt;br /&gt;
You should now have a cross with only half the image in it.(saves anything but will call it &amp;quot;image 1&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Now to the second part.&lt;br /&gt;
&lt;br /&gt;
Go to your original image and press &amp;quot;V&amp;quot;, that will turn the image 180. Now go to the panorama transformations again. Choose Mirrorball closeup under source image, and cubical map under destination image. Now before you transform the image go to &amp;quot;3D Rotation&amp;quot; and choose arbitrary rotation. and choose settings. Under X axis change it to 180. leave Y and Z 0.&lt;br /&gt;
&lt;br /&gt;
Ok now we have the rest of the cross. save it.(this will be called image 2)&lt;br /&gt;
&lt;br /&gt;
Now go to image/calculate; under image a choose your first image(Image A) and for image b choose the second image (image b); leave c and d alone.&lt;br /&gt;
&lt;br /&gt;
This will calculate the image and put it together to have one seamless image.&lt;br /&gt;
&lt;br /&gt;
Note that this also makes your image double so try to change image b before you transform it.&lt;br /&gt;
&lt;br /&gt;
[2003 | Author: hurleybird]&lt;br /&gt;
&lt;br /&gt;
And another way i found out how to make cube maps is this...&lt;br /&gt;
&lt;br /&gt;
If you have a texture which can be tiled then you can use longitude/latitude to cubic environment (note, you want to add stars AFTER this is done, not before) then you can get some really nice effects.&lt;br /&gt;
&lt;br /&gt;
==POV-Ray==&lt;br /&gt;
[http://www.povray.org POV-Ray (Persistence of Vision Raytracer)] is a high-quality, totally free tool for creating stunning three-dimensional graphics. It is available in official versions for Windows, Mac OS/Mac OS X and i86 Linux. The source code is available for those wanting to do their own ports. With its unique scripting approach and through a large base of available texture, pigment, and material functions there are almost unlimited possibilities to creating any kind of graphics.&lt;br /&gt;
&lt;br /&gt;
A sequence of textures can be exported by using spherical camera setting:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
      #declare skybox_part = mod(frame_number-1,6); //range [0-5] &lt;br /&gt;
      #declare camera_texture_Vegastrike = 1; //1=true 0=false&lt;br /&gt;
      camera { location &amp;lt;0,0,0&amp;gt; angle 90 right &amp;lt;1,0,0&amp;gt; up &amp;lt;0,1,0&amp;gt;&lt;br /&gt;
         // turn the cam based on the current frame [0-5]&lt;br /&gt;
         #switch (skybox_part)&lt;br /&gt;
            #range (0,3) // first 4 frames: turn from left to right&lt;br /&gt;
               rotate (90*skybox_part)*y&lt;br /&gt;
            #break&lt;br /&gt;
            #case (4) // frame 5: look at the sky&lt;br /&gt;
               #if (camera_texture_Vegastrike) rotate -90*x rotate 90*y&lt;br /&gt;
               #else rotate -90*x #end&lt;br /&gt;
            #break&lt;br /&gt;
            #case (5) // farme 6: look at the ground&lt;br /&gt;
               rotate 90*x&lt;br /&gt;
            #break&lt;br /&gt;
         #end // End of conditional part&lt;br /&gt;
      }&lt;br /&gt;
   #end //camera 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
==Software, Tools==&lt;br /&gt;
For a comprehensive list of tools, please see:&lt;br /&gt;
*[[Links:Graphic_Applications|Links:Graphic Applications]]&lt;br /&gt;
*[[Links:3D_Applications|Links:3D Applications]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://www.debevec.org/HDRShop/tutorial/tutorial4.html Panoramic Image Conversion with HDR Shop]&lt;br /&gt;
*[http://gallery.artofgregmartin.com/tuts_arts/making_a_star_field.html &amp;quot;Make a Realistic Star Field&amp;quot; tutorial by Greg Martin]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author: [[User:pyramid|pyramid]]'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Feature_Requests&amp;diff=19693</id>
		<title>FAQ:Feature Requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Feature_Requests&amp;diff=19693"/>
				<updated>2014-02-19T20:30:56Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[FAQ:Modding]]&lt;br /&gt;
| up=[[FAQ]]&lt;br /&gt;
| next=&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
==Requests &amp;amp; Suggestions==&lt;br /&gt;
&lt;br /&gt;
===About this page===&lt;br /&gt;
&lt;br /&gt;
Fairly regularly, we get a new player who gets the game, downloads it, and sees, &amp;quot;Oh wow, a board to make feature requests, I'll give them all my cool ideas and I'll get to see it in a future version!&amp;quot; However, many cool ideas have already been brought to the attention of the various developers and collaborators of the project, including most of the ideas we see people write down when they show up on the forums and list all their ideas. Indeed, some ideas have been discussed back and forth for months, as people reexamine the code, and borrow (steal) ideas from different inspiration sources. This has significantly to do with the facts of development: It takes a long time to see new versions of non-CVS releases, and even with the rapid development cycle of open source, not everything that is planned has made it into the game yet. - ''V4X3N''&lt;br /&gt;
&lt;br /&gt;
This page tries to synthesize the feature requests and ideas that have been mentioned in the forum (well, most of them anyway). I have split the page in several subsections representing the different aspects of the game to make it easier to read and find your area of interest. Ultimately this is intended as an inspirational repository for the developers. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
This article is an attempt to compile all feature requests for ''Vega Strike'', and give some indication as to their development status. This is ''not'' a &amp;quot;to-do&amp;quot; list. Rather, it is intended to serve as a place to track feature requests, as well as serve as a source of ideas for the developers.&lt;br /&gt;
&lt;br /&gt;
===Status of proposals===&lt;br /&gt;
&lt;br /&gt;
To be able to find out what status an idea or proposal is in, I have added a status marker ([]) to each. These are the meanings of the markers I used:&lt;br /&gt;
&lt;br /&gt;
* [X] This request has been implemented&lt;br /&gt;
* [Y] This request is being implemented in some form&lt;br /&gt;
* [P] This request has been or is being partially implemented&lt;br /&gt;
* [W] This request is under construction&lt;br /&gt;
* [R] This request has been rejected&lt;br /&gt;
* [] This request is pending&lt;br /&gt;
&lt;br /&gt;
===Updating this page===&lt;br /&gt;
&lt;br /&gt;
Feel free to edit this page to add your ideas if they are not listed here; just make sure you follow the general structure of the page so it stays readable. Also try to list discussion threads in chronological order, starting from oldest to newest.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==World mechanics==&lt;br /&gt;
&lt;br /&gt;
===Seamless world...===&lt;br /&gt;
&lt;br /&gt;
====Seamless planetary/atmospheric flight []====&lt;br /&gt;
The obligatory suggestion - be able to fly from space seamlessly to a planet's surface and land.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2161 planetary flight brainstorming, take 2]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6193 Atmospheric and planetary raid missions?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9645 A silly question about the theoretical planetside mode]&lt;br /&gt;
&lt;br /&gt;
====Seamless inter-system flight []====&lt;br /&gt;
There should be no pause between leaving one system and entering another when flying directly.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13667 direct interplanetary journey]&lt;br /&gt;
&lt;br /&gt;
====Walkable planets and bases []====&lt;br /&gt;
3D bases and planets that can be traveled in first person, which may include the following:&lt;br /&gt;
*In-base fps-style missions (assassinations, package deliveries, etc.)&lt;br /&gt;
*Planetside RPG-like missions&lt;br /&gt;
*Highly detailed, procedurally generated planets/cities&lt;br /&gt;
&lt;br /&gt;
This is one of the most commonly requested features. The new [[Development:Ogre|OGRE port]] will make this possible, but a lot of additional work will need to be done in order to implement it.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
&lt;br /&gt;
==== Walkable ship interiors []====&lt;br /&gt;
&lt;br /&gt;
In a perfect implementation this might be like this: &lt;br /&gt;
&lt;br /&gt;
You are able to detach from your pilots seat by a hotkey. You suddenly find yourself in a FPS like environment standing next to your pilot seat. Now you can walk around and explore the ship.&lt;br /&gt;
&lt;br /&gt;
Every ship has its own interior. A small fighter probably has no more than an engineering panel behind the pilots seat, and a small living area with a bunk, small galley and most likely a plumbing unit. An airlock which might be functional if you have landed on a planet? (see &amp;quot;walkable planets and bases&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If the vessel becomes bigger and bigger, there is obviously more and more to explore. Living room for a small crew, sick bay, hallways to different sections like engineering, hangar bays, gun turrets, cryo chambers, prison, elevators to other levels and huge cargo compartments. For bigger ships the pilots seat might be placed at a bridge containing big screens displaying data about the ship and the environment. They could seriously help to make strategic decisions.&lt;br /&gt;
&lt;br /&gt;
It's important that the interior fits to the exterior appearance of the ship, it has to  be believable. This would greatly add to the perception of the size and type of your ship.&lt;br /&gt;
&lt;br /&gt;
You can go to damaged sections and repair them. You could visit captured pilots in the prison and talk to them, they might have important information. You could fight intruders. You could go to your hangar bay and select one of your small vessels for a quick interception while your ship remains where it is. [[User:Pirx|Pirx]] 18:42, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15012 Feature Request &amp;quot;Walkable ship interior&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Incorporating walkable (or flyable) planets with the &amp;quot;Explorer&amp;quot; playrole []====&lt;br /&gt;
Once planets are walkable, you could pretty easily add the explorer function (which is a GREAT idea) by allowing one to purchase different types of scanners (differing in power/range and what they can scan for (radiation/age/foreign tech) for the ship, then scanning as you go around. Maps could be used to guide one to a specific planet, or location, or type of tech there. Maybe scanned areas could be mapped in the Library. ''xopher425''&lt;br /&gt;
&lt;br /&gt;
====Crowded/visible docking stations []====&lt;br /&gt;
We've got all of these ships flying around in a bustling, living galaxy. When you go to dock at a small base, you can see it has 3-4 docking points. Put these two together, and you see that there should be a parking problem, at times. So why not have the base send the player back a message like, 'sorry, we're full. please enter holding pattern zeta while we clear things up. - ''CoffeeBot''&lt;br /&gt;
&lt;br /&gt;
I think, bases would claim the monopoly of force inside their weapon range. So any unauthorized fight in this area would be stopped through the base quickly. The base would first transmit a message like 'This territory is controlled by &amp;lt;basename&amp;gt;, please stop fighting and disable your weapons while staying.' If the ships continue their fight, the base would give a warning like: 'STOP fighting NOW or we will shoot you down' If the opponents still continue their fight, the base would shoot them down, launch its fighters or place a bounty on the ships. - ''caotic''&lt;br /&gt;
&lt;br /&gt;
I would like to see parking lots or piers and jetties. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
I think it'd be nice if you could see capital ships that are docked to the base. - ''cshank4''&lt;br /&gt;
&lt;br /&gt;
===Additional playroles...===&lt;br /&gt;
(a.k.a. vocations and mission types)&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10340 False ID's, bribes and other illegal stuff]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10499 Ideas for further minor missions]&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter/Explorer/Archeologist []====&lt;br /&gt;
I think it would be easy to add a third &amp;quot;role&amp;quot; in Vegastrike, besides 'trader' and 'hunter': 'Explorer'. If you specialize your ship and equipment for exploration, you'd probably be interested in &amp;quot;treasure maps&amp;quot; with full awareness of their NOT being treasure maps, but because of their potential for good finds in terms of habitable planets and resource-rich asteroids. - ''chuck_starchaser''&lt;br /&gt;
:This would require that at least some of the systems are left unexplored. Currently, I think all systems in VS have some level of faction presence. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
Be able to buy treasure maps from guys in bars (pirates! anyone?), which would mark special spots on your starcharts where a shipwreck could be or a special kind of anomaly or whatever. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
At pirate bases one should be able to buy treasure maps, but that they'd be ancient documents written on PAPER! and using alphanumeric star designations from way back in the third millennium. So you have to figure out what's what. But the thing is, any such piece of paper from back in the 3rd millennium is automatically assumed to mean &amp;quot;treasure&amp;quot;, but more often than not, the papers are about anything but &amp;quot;treasures&amp;quot;, but rather about curious planets or moons, or, occasionally, about potential spots for inducing the formation of jump-points, or about the presence of archeological finds, or resources. - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11068&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=45 Super-features of future releases]&lt;br /&gt;
&lt;br /&gt;
====Reporter []====&lt;br /&gt;
There should be GNN missions, to, say, take pictures of a battle or a fleet or some millionaire, or famous privateer in action, whatever. Started as a joke about Paparazzi. Also, if you happen to see some unusual fight, say confeds and insys fighting each other due to some friendly fire escalation, you could snap pictures of it and then bargain with a GNN representative over how much they are worth...&lt;br /&gt;
&lt;br /&gt;
I don't know whether he's planning to do something about it or not, or whether he's forgotten about it. The possibilities are multiplicative there: You could get a reputation faster, or avoid a reputation; you could have a fight with a fleet of a faction and avoid the impact of it on your standing with that faction as long as you a) destroy all the ships, b) kill all the ejected pilots, and c) make sure there was no gnn snapping pictures around. If you know someone is a double agent, and you have pictures to prove it, you can blackmail him.&lt;br /&gt;
&lt;br /&gt;
If you get too much of a reputation, you might get paparazzi following you around; but not too many factions hate them, so if you kill them it may get you in trouble. You'd wind up trying to predict and affect the presence or absence of news media depending on the mission you're doing; and in the overall, trying to avoid excessive notoriety. One strategy would be to become, oneself, a reliable gnn contributor, so as to make it a redundant option for them to send reporters to wherever you're going... - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
====Tour guide or passenger liner []====&lt;br /&gt;
Ferry tourists between scenic locations. Tours begin and end at the same location.  &lt;br /&gt;
* Passengers and passenger space could be a special kind of cargo (it requires extra life support).  &lt;br /&gt;
* Negotiate escorts to risky systems.  Advertise traveling to try and get more passengers, and buy commercial time.  Schedule flights in other systems ahead of you, or cancel them.&lt;br /&gt;
&lt;br /&gt;
====Station manager []====&lt;br /&gt;
Operate a station efficiently to increase trade throughput/production, and fend off pirates.   Run an efficient shipyard, competitively buy/sell/repair/build ships using raw materials or supplies.  Screen refugees for spies (requires buying citizen databases from merchant ships).  Refuse docking clearance for jerks and scum.  Prevent or foster trading of contraband and slaves while keeping the authorities happy.  Upgrade number of dock points, defenses, power, cloaking of contraband, mining drills, etc.  Set/Collect tariffs, fees and taxes, route or cover up news (or propaganda).  Set up escorts for people.  Sell employees and citizens enough food and supplies to be entertained and healthy but don't drive them out by charging too much.  Request supplies from merchants via news bulletins.  Choose which supplies to accept/reject, and rates for selling them (compete with other stations in and out system).  Scout for new jump points and set up jump fees.  Take bounties, try to catch pirates docking here but avoid pissing off their factions since you are a stationary target.  Attempt to contract patrols to explore or protect the system (thus encouraging merchants to come), while keeping your overlords appeased about how much you're spending and how you're spending it.   Secretly subcontract privateers and pirates (become a covert pirate base while maintaining a cover as a mining or medical base).  Safely perform evacuations before any overwhelming forces arrive.  Put down any uprisings from citizens.   Add modules onto the base to increase capacity for all the business you're drawing in, but organize the construction for optimal defense.  Specialize in a specific type of resource production using raw materials.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
====Bounty hunter []====&lt;br /&gt;
Eliminate named individuals for a bounty.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11486 Bounty Hunting]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13308 Bounty mission/pirate ideas]&lt;br /&gt;
&lt;br /&gt;
====Attended or unattended mining []====&lt;br /&gt;
One should be able to mine asteroids/ore for additional income. Possibly, set up an unattended mining operations on asteroids requiring special mining droids that drill through the asteroid and deposit unprocessed ore into a repository that you can dock to and unload with your ship. Something like a modern-day oil rig. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=2155 Digging on Asteroids]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6160 Mining?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14690 Mining]&lt;br /&gt;
&lt;br /&gt;
====Rescue missions []====&lt;br /&gt;
Players should be able to initiate (and participate in) rescue missions as an alternative to/in conjunction with ejecting. I.e. if a player ejects, they can post a note on the BBS requesting extraction.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14912 Player-Generated Rescue Missions]&lt;br /&gt;
&lt;br /&gt;
====NPC individual traits []====&lt;br /&gt;
[[NPC]] pilots could have individual preferences/statistics, making them act differently.&lt;br /&gt;
&lt;br /&gt;
E.g. pilot stats in Wing Commander are:&lt;br /&gt;
* '''Aggressiveness''': Eagerness to engage and resistance to distraction (taunts) when already attacking someone.&lt;br /&gt;
* '''Carefulness''': Expending energy and ammo. (conservative - wasteful)&lt;br /&gt;
* '''Courage''': Will the pilot hightail after the first hits or fight to death?&lt;br /&gt;
* '''Flying skill'''&lt;br /&gt;
* '''Gunnery skill'''&lt;br /&gt;
* '''Loyalty''': Willingness to obey in-flight orders. (always - never)&lt;br /&gt;
* '''Verbosity''': Probability of random chat/taunt.&lt;br /&gt;
&lt;br /&gt;
For another example, Power DoLLS has:&lt;br /&gt;
* '''Attack''': 2 stats for different sorts of targets (Ground and Air), &lt;br /&gt;
* '''Combat Concentration''': Close-range damage.&lt;br /&gt;
* '''Search Tachometer''': Acquire targets.&lt;br /&gt;
* '''Defense''': Avoid incoming fire.&lt;br /&gt;
* '''Action Point''': How much the pilot can actually do in the same time.&lt;br /&gt;
&lt;br /&gt;
A possible set for &amp;quot;open box&amp;quot; SCS with detection and ECM like Vega Strike could be similar to WC, plus '''Sensors skill''', '''Countermeasures skill''', '''Reaction''' and '''Persistency''' (overall inclination to proceed with the current course of action, influencing tactics and perhaps adjusting Aggressiveness/Courage/Loyalty checks). Units with multiple crew positions may have NPC with different skills - e.g. one working to use radars more efficiently, another controls turrets. See also &amp;quot;NPC personality&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
====Crews and skills []====&lt;br /&gt;
Ships' crew. An option to allow/demand more than one osition for specific ships, much like in Frontier Elite. But then, why not to make it more meaningful and give them different usefulness and wages? Same may apply to PC. Possibly advancing CRPG style (see below), but not necessarily. Sure, most tasks can be automated, but even then fully sentient oversight may improve the results. Same applies to the dock crews: a not very busy shipyard can be expected to polish the ship into mint condition, an orbital garden probably can fix basic systems, but no more than that. Everyone needs some sort of a bunk and can die on their workplace separately from others. A repairbot counts as crewmember in addition to being a ship system: it also is qualified to do specific jobs.&lt;br /&gt;
&lt;br /&gt;
* '''General Repair''': How fast the repair is, how much energy it consumes, how likely it is to waste materials or break things further. With a damaged repairbot the latter can be &amp;quot;very likely&amp;quot; unless supervised.&lt;br /&gt;
* '''General Maintainance''': Less skilled teams may overlook something, so check vital ship systems more often to be on the safe side. More skilled engineers are likely to change a system's condition closer to ideal.&lt;br /&gt;
* '''{specific system:rating}''': Adjustments for tagged sets of systems. Ignorant - can install - can quick-fix - can optimize (actually get ''good'' results, rather than passable) - expert.&lt;br /&gt;
** There are lots of ship systems, and ''of various origins''. Humans rarely get training and experience with Rlaan materials, while Rlaan don't use missile weapons - but could do something about Human shields and disruptors, at least standard ones.&lt;br /&gt;
* '''Cargo operations''': How fast goods move into/from the hold. Eventually, loaders will move all those containers to the right pile either way, but time is money, so a good stevedore can be valuable. Also, even single-player game could do something with &amp;quot;simulate_while_docked&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Acceleration tolerances''': This does matter, and depends on sub[[species]] or repairbot model. (probably, at least an XYZ vector)&lt;br /&gt;
* '''Species/Type''': Defines lifesupport demands, among other things. Refers to a table and mostly is handled somewhere else.&lt;br /&gt;
* '''Appearance''': Just name and sprite file, probably.&lt;br /&gt;
* '''Upkeep''': Specific contract parameters.&lt;br /&gt;
&lt;br /&gt;
====RPG characteristics [R]====&lt;br /&gt;
Stat and skill-based experience system, ala the game ''[http://www.taleworlds.com/ Mount&amp;amp;Blade]''. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* ''strength stat'': can withstand more Gs or personal damage before succumbing.&lt;br /&gt;
* ''intelligence stat'': increases the rate at which one can improve skills.&lt;br /&gt;
* ''weapon-accuracy skill'': increases the size of the hit-box surrounding a target.&lt;br /&gt;
* ''hacking skill'': increases one's ability to break into docked ships or sabotage subsystems.&lt;br /&gt;
* ''gambling skill'': reaps additional credits in bars.&lt;br /&gt;
* ''diplomacy skill'': increases influence with NPCs/factions.&lt;br /&gt;
* ''leadership skill'': increases influence with wingmen.&lt;br /&gt;
* ''merchant stat'': increases the price you can sell items for and decreases the price you can buy things for -''Jesse_The_Midget''&lt;br /&gt;
&lt;br /&gt;
Another example is ''Earth &amp;amp; Beyond'', where XP and levels are tabulated separately for Exploration, Combat and Trading. Individual skills are then based on ranks in one of these three areas. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6123 Make vegastrike more rpg]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7189 RPG Characteristics]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12841 Elite, veteran and green versions of NPC pilots]&lt;br /&gt;
&lt;br /&gt;
====In-flight events []====&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Having distress calls. - ''chuck_starchaser''&lt;br /&gt;
* Ability to communicate with other ships to ask for help or to offer them pay for escorting you or being your wing for a mission. - ''chuck_starchaser''&lt;br /&gt;
* NPC's that approach you in space to ask for help or to offer you money for a quick job. - ''chuck_starchaser''&lt;br /&gt;
* Things that break sometimes and you have to fix in flight. - ''chuck_starchaser''&lt;br /&gt;
* Mysterious ships one encounters once in a blue moon. - ''chuck_starchaser''&lt;br /&gt;
* Getting info about events in your vicinity that can have an effect on trade, like a drought on planet X in system X. - ''AeonOfTime''&lt;br /&gt;
* Mini-missions like a mercenary challenging you to a little race or dogfight simulation for money... Or even merchants asking you to trade directly in space. - ''AeonOfTime''&lt;br /&gt;
* Space anomalies cropping up across space, and which you could choose to investigate if you have the right scientific equipment on board. These could then either give you technology or scientific material to trade and even contain precious artefacts that you can use to enhance your ship. - ''AeonOfTime''&lt;br /&gt;
* Shipwrecks! Be able to track down and find ancient ships that can be salvaged entirely or only parts of. You could track them through still functioning beacons on the ship or energy signatures (star trek anyone?). - ''AeonOfTime''&lt;br /&gt;
* Shipwrecks on planet surfaces that are infested with dangerous alien monsters. Before you can get all the valuable items in the shipwreck you have to fight them with weapons like you do in a 3d shooter. This might be an interesting feature with the new ogre engine which should allow such walking inside ships and space stations - ''Cordess''&lt;br /&gt;
* A means of hailing a planet/station/anything you can dock with so that you can ask them to send a list of what they've got in stock, and what their current market prices are for all goods (even those which they don't have in stock, for the purposes of selling). I believe Elite Frontier had this mechanism, and it streamlined trading greatly. - ''Stevie D. Discussion in [http://forums.vega-strike.org/viewtopic.php?t=7621 this thread].&lt;br /&gt;
**Appropriate time delays should apply.  If the station is 8 light seconds away, it should take 16 or more seconds for the reply to come (unless you've purchased an FTL communications array).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
**This ability could be a purchasable ship upgrade (eg, a software upgrade or some kind of merchant-service-membership).  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7621 Coupla suggestions]&lt;br /&gt;
&lt;br /&gt;
===Dynamic universe...===&lt;br /&gt;
All events are AI-driven. Pre-scripted sequences, with canned dialogue, are possible--but should be triggered by the AI. Imagine a behind-the-scenes RTS, with multiple independent factions, where the player assumes the role of a single unit. ''-[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Dynamic campaign []====&lt;br /&gt;
Plot events and/or NPC interactions should be triggered by the Dynamic Universe and real AI/faction interests (and ''not'' be pre-written). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13355 A few things I would love to see incorporated into VS]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
====Economy petri-net []====&lt;br /&gt;
All items are consumed (except for consumer products) and/or produced (except for natural resources) during the production of other items. -''[[User:Shark|Shark]], but suggested previously in the forums''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13355 A few things I would love to see incorporated into VS]&lt;br /&gt;
&lt;br /&gt;
====Procedural mission generation [] ====&lt;br /&gt;
Missions are assembled dynamically out of component parts using a ''mission grammar''. -''Shark''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13212 Looking for suggestion for newbie]&lt;br /&gt;
&lt;br /&gt;
====Same, default universe for all players by default []====&lt;br /&gt;
The default configuration should be that the same starting universe exist by default for all players. (With the ability/option to override this of course.)&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15050 Feature Request:Default Galaxy]&lt;br /&gt;
&lt;br /&gt;
====Improve faction behaviors and add faction tasks/incentives []====&lt;br /&gt;
Aside from the storyline, I've found the races and factions to all be pointless because of how easy it is to make enemies and switch sides. Eventually, you feel like youre own group instead of a part of the story. -''hacked''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11612 Faction level AI : functions, api etc.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12194 faction alliegance, bounty]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11724 Self-defense shouldn't piss off factions.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14896 Faction Spacecraft Lend/Lease]&lt;br /&gt;
&lt;br /&gt;
====Difficulty scaling based on kills, not only on cash []====&lt;br /&gt;
The difficulty of enemies should be based on skill, not cash.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13245 Kill-relative difficulty]&lt;br /&gt;
&lt;br /&gt;
===Other economy discussions...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10828 Defining a new economic system for future versions]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10605 Collective Economic Niggles]&lt;br /&gt;
&lt;br /&gt;
====Black market [P]====&lt;br /&gt;
Add a few rare planets, bases or maybe a roving capship to do black market mods to your ships (i.e. mounting a heavy capship weapon or torpedo on a llama).&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=7444 &amp;quot;BlackMarket Hot Rod Shop&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Time and its benefits []====&lt;br /&gt;
Time would be a great feature to add. You could then add a Bank (First Interstellar Bank - Where the Stars bank!), so that players could borrow money or open a savings account, or even buy stocks. This would add a whole new strategy to the game. ''xopher425''&lt;br /&gt;
&lt;br /&gt;
==== Self-replenishing resources [] ====&lt;br /&gt;
If you buy out gems from a mining base, there should be some more by the time you come back&lt;br /&gt;
&lt;br /&gt;
====Banks and credit []====&lt;br /&gt;
Add banks and other institutions that issue loans to players.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9091 BANKING, SHIPYARD ORDERING SYSTEM]&lt;br /&gt;
&lt;br /&gt;
====Resource consumption and production []====&lt;br /&gt;
Make bases use up resources to produce their goods.  Supply and demand could be tied into this, as a mining station about to run out of breathable oxygen or mining tools, would pay more to obtain it than a station with a massive amount in reserve. ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Real shipyards []====&lt;br /&gt;
Make shipyards with production.  Remove 'Milspec' from non-shipyard bases.  Used ships at normal bases.  Perhaps tie in resources to ship production as well.  A race or faction would pay more to obtain resources if the race/faction ship count is low, and they need to produce more. ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Property market &amp;amp; owning space stations []====&lt;br /&gt;
Add an option to buy or sell and maintain ownership of Space Stations or mining bases and the like. Perhaps owning planets would take it a step too far. ''oddeyed''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=37&amp;amp;t=14826 Property Market]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13355 A few things I would love to see incorporated into VS]&lt;br /&gt;
&lt;br /&gt;
====Multiple bases per planet []====&lt;br /&gt;
Each planet has multiple locations where you can dock/trade.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13209 one planet, many bases]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
====Price comparison []====&lt;br /&gt;
The game should have some way to compare prices. Either by listing an average price, or keeping a record of past prices at previous locations.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15042 Price information]&lt;br /&gt;
&lt;br /&gt;
====Blockades []====&lt;br /&gt;
Blockades on stations or planets that have long term consequences for the station or planet and neighboring areas.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
==Object appearance &amp;amp; properties==&lt;br /&gt;
&lt;br /&gt;
===Cargo...===&lt;br /&gt;
====Parcelling cargo based upon scale []====&lt;br /&gt;
Bulk goods should go in larger containers.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10822 Standardised cargo sizes]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6807 Cargo from destroyed ships]&lt;br /&gt;
&lt;br /&gt;
====Handle different types of cargo separately []====&lt;br /&gt;
Separate cargo, upgrades and ammunition into different types of cargo. -''Turbo Beholder''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11448 Upgrades, cargo and expendable resources]&lt;br /&gt;
&lt;br /&gt;
====3D models of merchandise instead of sprites []====&lt;br /&gt;
Rotatable 3D models for all cargo/ships/upgrades instead of 2D sprites. -[[User:Shark|Shark]]&lt;br /&gt;
&lt;br /&gt;
===Equipment...===&lt;br /&gt;
====Auto-transfer equipment between ships []====&lt;br /&gt;
Quickly transfer all installed equipment between ships docked at the same station.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11652 Transfer upgrades from one ship to another at same base]&lt;br /&gt;
&lt;br /&gt;
====Better balancing []====&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11808 Mule warp capacitor ( VS 0.5.0 )]&lt;br /&gt;
&lt;br /&gt;
====Multiple locations for single mount []====&lt;br /&gt;
Missiles etc. could fire from several locations yet count as a single mount so refilling would be easier. See forum for details.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?p=73092#73092 multiple locations for single mount -for missiles]&lt;br /&gt;
&lt;br /&gt;
====Purchase used as well as new items []====&lt;br /&gt;
Add the option for players to purchase used items that are slightly damaged or inferior.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10564 New ships and used ships]&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Unique&amp;quot; items []====&lt;br /&gt;
Make it possible for there to be &amp;quot;unique&amp;quot; items/ships/installations that appear only once in the game.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11191 VS Game: Custom Systems]&lt;br /&gt;
&lt;br /&gt;
====Ship/equipment prices based on item stats []====&lt;br /&gt;
The price of ships and equipment should be calculated from its statistics&amp;amp;mdash;not fixed at a set price by the author. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2302 Ship Stats]&lt;br /&gt;
&lt;br /&gt;
====Swap/sell more types of ship components []====&lt;br /&gt;
Too many ship components are hard-coded and cannot be swapped out.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10162 More ship customisability]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14908 Main Engine as Upgrade]&lt;br /&gt;
&lt;br /&gt;
====Armor type/thickness []====&lt;br /&gt;
Armor should have two separate parameters that affect its effectiveness: thickness and type.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10861 Armor type and thickness]&lt;br /&gt;
&lt;br /&gt;
====Mesh-based submodules []====&lt;br /&gt;
Submodules should be installed in physical locations, subject to location-based damage, and (typically) interchangeable with other subunit types of the same physical dimensions.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14949 Unified slot system]&lt;br /&gt;
&lt;br /&gt;
====Missile turrets [P]====&lt;br /&gt;
Add turrets that can fire missiles.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11986 a really good idea!...plz check this...]&lt;br /&gt;
** Especially for anti-missiles. This actually somewhat works - the problem is that subunits are handed badly and e.g. cannot be refilled.&lt;br /&gt;
&lt;br /&gt;
====Tractor beam turrets []====&lt;br /&gt;
Tractor beams should be installable on turrets.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14931 Tractor Turrets?]&lt;br /&gt;
&lt;br /&gt;
====SPEC interdiction devices []====&lt;br /&gt;
SPEC interdiction devices, either in the form of installed equipment, missiles or mines. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6952 A SOLUTION TO SPEC-PROBLEMS]&lt;br /&gt;
&lt;br /&gt;
====Contraband scan devices []====&lt;br /&gt;
Only ships with the required hardware should be able to initiate contraband scans.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7108 contraband checking/handling could be more detailed]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10776 Limit contraband scanning ability]&lt;br /&gt;
&lt;br /&gt;
===Ships...===&lt;br /&gt;
====Ship decoration []====&lt;br /&gt;
Customize the appearance of ships with custom textures/decals/etc..&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11420 Faction Colors]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11500 Hull ID, Decals, Paint, and Customization]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15066 mouseoff, christening, and crew]&lt;br /&gt;
&lt;br /&gt;
====Animated ship models []====&lt;br /&gt;
Make it possible for ship/station models to have animated parts (i.e., parts that open/close/rotate/etc.).&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11755 Moving parts and other unreasonable requests :)]&lt;br /&gt;
&lt;br /&gt;
====Better ship &amp;amp; equipment classification system []====&lt;br /&gt;
A more sane way to classify ships and equipment should be devised.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13605 Ship Type Organization]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14777 Ship logic.]&lt;br /&gt;
&lt;br /&gt;
===Misc...===&lt;br /&gt;
====Improve quality of special effects []====&lt;br /&gt;
The special effects are dated and of low quality.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11370 The Guns]&lt;br /&gt;
Spelling fix ''Aacron''&lt;br /&gt;
&lt;br /&gt;
====Nebula appearance []====&lt;br /&gt;
Change the appearance of nebulae.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=936&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;highlight=nebula&amp;amp;start=75 Hyperspace in a different way.] (starting on page 6)&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10853 what can we do about nebulas]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Missile smoke []====&lt;br /&gt;
Missiles and torpedoes should have some kind of smoke trails, allowing to see them arriving/hitting your target.&lt;br /&gt;
&lt;br /&gt;
====Fix planet lighting []====&lt;br /&gt;
Currently, exploding ships cause the planets to light up. This is unrealistic.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=38&amp;amp;t=10794 Planet lighting]&lt;br /&gt;
&lt;br /&gt;
==Flight/combat mechanics==&lt;br /&gt;
&lt;br /&gt;
===Docking &amp;amp; ejection...===&lt;br /&gt;
====Auto-docking feature [P]====&lt;br /&gt;
An autopilot specially designed for docking ships.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10392 Docking at space stations with capital ships.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10483 Docking distance needs to be just a little further out.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12047 Docks (and Scoop)]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13198 Auto Docking Maneuver Request]&lt;br /&gt;
&lt;br /&gt;
====Better wingman docking/launching mechanics []====&lt;br /&gt;
Wingmen should be able to be ordered to dock into the cargo hold instead of having to be tractored in.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11403 Redesign of Launching and Recovering]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14858 Wingman Command Instead Of Tractor Beams]&lt;br /&gt;
&lt;br /&gt;
====Enemies that eject when scared/damaged []====&lt;br /&gt;
Enemies should eject/bail when damaged or scared. you should then be able to tow/salvage the empty ship and keep or sell it.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13355 A few things I would love to see incorporated into VS]&lt;br /&gt;
&lt;br /&gt;
====Option to eject using ship in shiphold []====&lt;br /&gt;
If you have another ship in your hold, you should be able to eject and automatically pilot this ship instead.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13349 abandon ship!]&lt;br /&gt;
&lt;br /&gt;
===Piloting..===&lt;br /&gt;
&lt;br /&gt;
====Ability to control a fleet of ships directly []====&lt;br /&gt;
A commander mode (most likely third-person) to facilitate the control of multiple units, simultaneously. I would recommend this in a separate branch of VegaStrike (an RTS, perhaps), as this would give players an unfair advantage over others. For example ''Homeworld'' and ''Star Wolves''. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9711 Better wingman control]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11572 Tactical game]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12060 Controling a fleet of ships?]&lt;br /&gt;
&lt;br /&gt;
====Make capital ships easier to pilot []====&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10299 Making Capital Ships fun to fly]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10392 Docking at space stations with capital ships.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13304 Inertial dampeners????]&lt;br /&gt;
&lt;br /&gt;
====More intelligent NPC tactics []====&lt;br /&gt;
NPC pilots should know when to run or hide, or when they're not having any effect.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7120 NPC personality]&lt;br /&gt;
&lt;br /&gt;
====Requiring (player or AI) crews for larger ships []====&lt;br /&gt;
Large ships, like capital ships, have posts that need to be manned. For example ''Star trek Online''.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6595 Require crews for larger ships]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10215 Cap ship idea]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11401 Crew]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10299 Making Capital Ships fun to fly]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14999 Capital Ships]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15066 mouseoff, christening, and crew]&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Intelligent&amp;quot; autopilot and/or NAV buoys []====&lt;br /&gt;
Autopilot should be able to navigate the quickest/most economical route between two bodies, taking into account gravitational effects upon SPEC in the intermediary regions. NAV buoys could be placed strategically around systems along paths where the gravitational fields are weakest (and thus where SPEC speeds are fastest), and leading to important destinations. An intelligent autopilot would then be able to trace a route from one destination to another using these buoys. A similar thing was implemented in ''Earth &amp;amp; Beyond''. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=7428 autopilot]&lt;br /&gt;
&lt;br /&gt;
===Space &amp;amp; physics...===&lt;br /&gt;
&lt;br /&gt;
====Gravity []====&lt;br /&gt;
Gravitational fields surrounding spatial bodies. They should determine the maximum SPEC speeds, as well as influence trajectories. These should not pose a real danger to the player (normally, given VS's large acceleration rates), but should merely serve to add tactical flavor (interception, etc., as well as some real dangers during tense fights!). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=5492 Gravity]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=18196 Summery of gravity discussions that where lost]&lt;br /&gt;
&lt;br /&gt;
====Modification to SPEC dynamics []====&lt;br /&gt;
One problem with the current SPEC drive system is that if you are anywhere near a ship, you lose your SPEC ability, as if you had approached a planet. This, in most cases, removes any possibility of bugging out of combat with a ship, and if you're flying something like a Plowshare, you don't stand a chance against a Pacifier and 2 Hyenas anyway, but you can't get away and may as well press the self destruct button. Basically I'm just asking if you could make it so you can still SPEC in the presence of ships. If you want to maintain some form of SPEC interference caused by ships, you could make it so your SPEC speed slows down to about 200 or so, but it doesn't deactivate. 200 is still a reasonable speed to escape from a firefight.&lt;br /&gt;
&lt;br /&gt;
:COMMENT: SPEC system actually seems not to be affected by presence of ships(v0.5 beta), and I think it actually should, because now its not possible to dock on a larger ship if its specing. (Request docking clearance to make a friendly ship stop so you can get close and dock). And I would expect you should not be able to run away with SPEC, in contrary your options should be ( when meeting a superior opponent ):fight, give up, call for help.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
====Regions of space with status effects []====&lt;br /&gt;
Regions of space that affect sensors, disable shields, or cause radiation damage. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
===Weapons, targeting &amp;amp; ship systems...===&lt;br /&gt;
&lt;br /&gt;
====Limitations on weapon auto-tracking []====&lt;br /&gt;
Weapons should be limited in the distance they are able to track moving objects.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10919 Suggestion: per-weapon autotracking limits]&lt;br /&gt;
&lt;br /&gt;
====Auto- or burst-fire for rockets []====&lt;br /&gt;
One should be able to hold the &amp;quot;fire&amp;quot; button and launch rockets repeatedly.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10781 Suggestion: make rocket pods act like guns]&lt;br /&gt;
&lt;br /&gt;
====Active weapon selection []====&lt;br /&gt;
You should be able to toggle whether certain weapons are active/inactive.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14870 Weapon Fire Control/Weapon Switching]&lt;br /&gt;
&lt;br /&gt;
====Heat/shield/power/stealth/etc. management [P]====&lt;br /&gt;
The game really needs to implement some system of heat and temperature. I believe this had already been discussed in the effectors thread, but I don't think it needs to be that complex. [...] When the temperature of your armor approaches their heat-shielding rating, your armor will start to take damage. Until your ship blows up. There would be an indicator on your hud for external temperature, armor temperature, and hull temperature. - ''pifactorial''&lt;br /&gt;
&lt;br /&gt;
Similar to Heat Management, except you manage your shield distribution, power-plant output, and sensors profile. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11009 power system manipulation]&lt;br /&gt;
&lt;br /&gt;
===Installations...===&lt;br /&gt;
&lt;br /&gt;
====Minefields []====&lt;br /&gt;
A drone weapon with projectiles that automatically deploy themselves into grids (spherical or rectangular?). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Defense systems for mining bases []====&lt;br /&gt;
Give mining bases turrets! My god, I've seen Aera patrols wipe those things out because the things have no defense. - ''cshank4''&lt;br /&gt;
:Rather than giving the mining bases turrets, I think that independently controlled turrets should surround the mining bases. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Other...===&lt;br /&gt;
&lt;br /&gt;
====Changes to how damage is calculated []====&lt;br /&gt;
There should be different types of damage depending on the class of weapon, and damage should be calculated differently.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10836 A new schema for weapon damage]&lt;br /&gt;
&lt;br /&gt;
====Restrictions on transferring ships []====&lt;br /&gt;
Transporting player-owned ships from base to base should take time and cost money.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10814 Additional restriction on ship switching]&lt;br /&gt;
&lt;br /&gt;
====Towing []====&lt;br /&gt;
You can request a tow when your ship is too damaged to move.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
==In-flight UI==&lt;br /&gt;
&lt;br /&gt;
===Keyboard/mouse/joystick controls...===&lt;br /&gt;
&lt;br /&gt;
====Nearest hostile key [X]====&lt;br /&gt;
It would be great to have a nearest hostile key in addition to the next hostile key - this would always switch to the nearest hostile target to avoid flipping through them with H until you find out the one just 1000 metres to your left. - ''AeonOfTime''&lt;br /&gt;
:Done in SVN: r and R.  also check out other nearest* keys: k, K, ctrl-k.  - ''peter''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11845 targeting hostiles]&lt;br /&gt;
&lt;br /&gt;
====Target last ship to hail you []====&lt;br /&gt;
Like nearest hostile, except it targets the ships which have established communications with the player in order of least time elapsed to greatest. - ''glarbl_blarbl''&lt;br /&gt;
&lt;br /&gt;
====Scope/area targeting []====&lt;br /&gt;
The &amp;quot;P&amp;quot; (point targeting) could be based on the area immediately around the mouse cursor (assuming one is shown) as well as the crosshair.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
====In-game keyboard hotkey chart &amp;amp; mapping []====&lt;br /&gt;
Add a menu to display and/or modify the keyboard commands.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9061 Revise Control setup]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10212 Key Binding]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13206 Feature request: Layout Help for Noobs like me.]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13333 show key bindings]&lt;br /&gt;
&lt;br /&gt;
====Targeting improvements []====&lt;br /&gt;
When a target type is selected, other targets of the same type could have a blue/gray dotted &amp;quot;X&amp;quot; crosshair rather than a box (or a blurry dot on the edge of the HUD for offscreen unselected objects).  For example, anytime you select a hostile unit, you can still see where other hostiles are.  Perhaps a small number beside each unselected target could indicate the target ordering (it tells you how many times should you press &amp;quot;H&amp;quot; for that target). -[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)  Also, provide for an alternate (easier to learn) targeting method, key1 for selecting target types and key2 for selecting individual targets.  The old way of targeting should of course be left in place, or at least quickly available via some option.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14895 Scanner Targeting/Search Mode]&lt;br /&gt;
&lt;br /&gt;
====Trajectory heading autopilot []====&lt;br /&gt;
Functions to automatically orient the player's ship in the direction of travel, or opposite it, would truly make flying cargo and capships (e.g. Ox, Clyde) reasonable. Since these ships only have any significant thrust (in comparison to their mass, that is) in the forward and maybe reverse direction you need to be able to point them back along your vector in order to stop. Given that the SPEC autopilot is already capable of figuring all this out and then some, the code must be in there somewhere :) Even with a trajectory indicator (above - and also sorely needed for flying capships) this function is needed so that you can initiate a stop and then jump into a turret and do some firing while your gigantic, ponderous vessel comes about. - ''drinkypoo''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10047 Current Vector Slash Antivector Matching Autopilot option]&lt;br /&gt;
&lt;br /&gt;
====Improvements to mouse controls []====&lt;br /&gt;
The mouse flight controls need improvement.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11340 Controlling the ship]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11848 better mouse control mode?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11149 Crosshair (feature?)]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15066 mouseoff, christening, and crew]&lt;br /&gt;
&lt;br /&gt;
====Add support for the wiimote []====&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10525 wiimote for vegastrike!]&lt;br /&gt;
&lt;br /&gt;
====Add support for TrackIR []====&lt;br /&gt;
Add support for TrackIR to track head movements.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14761 anyone ever think of these ideas?]&lt;br /&gt;
&lt;br /&gt;
===HUD improvements...===&lt;br /&gt;
&lt;br /&gt;
====Turrets status display []====&lt;br /&gt;
In the HUD, have additional indicators near the current weapons summary that display information about any turrets installed on your ship: whether the turret AI is active, and what their current state is (damaged 50%, destroyed etc...)  - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
====Make HUD radar blip proportional to mass []====&lt;br /&gt;
It would be cool if you could tell from your radar screen which contacts are planet-sized.  - ''glarbl_blarbl''&lt;br /&gt;
&lt;br /&gt;
:I think differently-classed objects should receive different icons in the UI. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Trajectory/direction/motion indicators []====&lt;br /&gt;
Some kind of hud lines or something that would tell me which direction I'm travelling would be good. It could be something as simple as a box or a cross or something that shows the direction my ship is travelling in. I don't expect gravity plays much of a role in bending trajectories (or that the planets move around the star, for that matter) but adding a little &amp;quot;reality physics&amp;quot; like using gravity as a slingshot, etc. might be kind of fun too. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
Something like this would be really helpful so you could know if you're actually heading towards the destination when you engage SPEC. There are a couple ways this could be implemented. Perhaps a circle (just large enough to contain the cross hairs) could appear designating the current direction. &lt;br /&gt;
Also it might be nice if the trajectory showed up as a special symbol on radar. This way you would have a better idea of your direction in relation to other ships.&lt;br /&gt;
- ''shadow_slicer''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12160 I need visual trajectory systems and more mouse functions]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14727 sense of motion effects]&lt;br /&gt;
&lt;br /&gt;
====Better tracking/warning for enemy missiles &amp;amp; torpedoes []====&lt;br /&gt;
BTW the torpedo launchers on the cap ships are quite annoying as you often just blow up out of thin air. Maybe you could introduce some better warning system that at least gives us the opportunity to effectively dodge those things. - ''Zel''&lt;br /&gt;
&lt;br /&gt;
====Visual effects when SPEC is enabled []====&lt;br /&gt;
SPEC should affect the display in various ways.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11588 light shift]&lt;br /&gt;
&lt;br /&gt;
====Aural queues for in-flight events []====&lt;br /&gt;
Things like missile locks, detection of new enemies, etc., should trigger audio files to be played.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11638 Aural hint for Lock]&lt;br /&gt;
&lt;br /&gt;
====Date/time display [X]====&lt;br /&gt;
Show the current date and time.  Makes time dilation mode (F9) and other effects more visible to the player and gives a better sense of time for when news updates are checked. -[[User:bugeyedllama|bugeyedllama]].&lt;br /&gt;
Display of stardate in bases and on the HUD was implemented (pyramid).&lt;br /&gt;
&lt;br /&gt;
====Flight log display []====&lt;br /&gt;
A flight log might be helpful: show the date and time of the last 5-10 battles/docks insystem, and the dates you entered your last 3-5 systems. -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
&lt;br /&gt;
====Point-and-click HUD interface []====&lt;br /&gt;
To help with the learning curve, a point and click interface for most functions would help with discoverability of features and to remind users of any keybindings they've forgotten. Right now learning the controls is very difficult and not fun.&lt;br /&gt;
* To avoid clutter, and since the mouse is already used, the interface is only active when a meta key (ctrl or shift) is held down; at all other times there is just a message like &amp;quot;Hold Shift for menus&amp;quot;; shortcuts could be shown beside relevant menu items wherever possible.&lt;br /&gt;
* Click on HUD to select nearest target (nearest visually) to cursor.&lt;br /&gt;
* Click on the subscreens to cycle through them (manifests/guns; target/communications); click on a help button or a menu for access to everything else. Subscreens should have a title bar when menus are active with either a dropdown or instructions on how to click to change the view.&lt;br /&gt;
* List or dropdown for different view modes (and their shortcuts, F1-F8).&lt;br /&gt;
* To fly to a target, click on it and select &amp;quot;set course for target&amp;quot;.&lt;br /&gt;
-[[User:bugeyedllama|bugeyedllama]] 4:09, 16 March 2008 (PST)&lt;br /&gt;
:Not sure if I agree with the &amp;quot;select target nearest cursor&amp;quot; idea. And I think point-and-click target selection should be reserved for the &amp;quot;Sensors cam&amp;quot; idea I suggested, below. Accessing/switching sub-screens is a must though. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=8924 Cockpit Controls]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14761 anyone ever think of these ideas?]&lt;br /&gt;
&lt;br /&gt;
====Use SVG for HUD graphics [R]====&lt;br /&gt;
Use SVG to display all in-game UI elements. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====Improve representation of spatial scale and motion []====&lt;br /&gt;
Improve how the size and motion of objects are conveyed to the player. Currently, big ships don't really seem &amp;quot;big&amp;quot; because fighters are so fast.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9164 Tiny bases!]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11349 HUD simulates &amp;quot;Space debris&amp;quot;]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11992 How to imply size a disscustion on scale]&lt;br /&gt;
&lt;br /&gt;
====HUD redesigns []====&lt;br /&gt;
Proposals for modifying the appearance of the in-game HUD.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=4&amp;amp;t=2366 My HUD Redesign]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?p=91835#91835 Ideas for the HUD]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11189 VS Game: HUD Layout with comm animation]&lt;br /&gt;
&lt;br /&gt;
====Cargo space indicator []====&lt;br /&gt;
Add an indicator that reports the empty cargo space remaining.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9715 Mission computer/HUD: Inflight glance into ship's cargo room]&lt;br /&gt;
&lt;br /&gt;
===Additional in-flight interfaces...===&lt;br /&gt;
&lt;br /&gt;
====Intersystem inflight economic database []====&lt;br /&gt;
How about having the ability to browse commodity prices, news and missions in nearby systems while flying? That way you could really plan ahead. Even place your orders in advance. - ''chuck_starchaser''&lt;br /&gt;
&lt;br /&gt;
A mission computer that displays the missions and trade goods prices of your target from your spaceship. Even have it where you can accept bounty and patrol missions remotely. Cargo you would obviously need to dock for. (Or you could have larger bases send the cargo out to you on a ship that would transfer in midspace. Tractor beam for example.) -''Roth''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11568 communication]&lt;br /&gt;
&lt;br /&gt;
====In-flight web browser []====&lt;br /&gt;
I play now a fiew month eve online And fiew idea's think a can use in the mmo version of vegastrike.&lt;br /&gt;
And one of my idea's is a in flight web browser. -''www2''&lt;br /&gt;
&lt;br /&gt;
:I would have to vote 'No', unless the internet in question is fictional, as well--in which case I would vote 'Yes'. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
Could be to do with the library mentioned earlier. A user could 'buy' a book from one station and read it on the way to other places. Would make the game more interesting, and the player would be more immersed in the world. -''Aronzak''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4459 Web browser]&lt;br /&gt;
&lt;br /&gt;
====In-flight IRC chat []====&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
[http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15010 IRC Chat Client In Game]&lt;br /&gt;
&lt;br /&gt;
====Personal logbook/diary []====&lt;br /&gt;
A personal databook for storing notes or quest data.&lt;br /&gt;
&lt;br /&gt;
It would be nice to have some place in the GUI menu to write down some (personal) notes that are saved with the game when saving the game. This is a very handy feature in a RPG game, because you will no more need real paper to write down some small things like what you want to do next, what you have planned or what you did in the past etc.. - '' Cordess '' &lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6823 Personal logbook]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6390 personal PDA]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=5727 I want have a diary function to write down some notes]&lt;br /&gt;
&lt;br /&gt;
====Unify the in-flight and base UIs []====&lt;br /&gt;
Use the same UI for in-flight and base operations. -''Turbo Beholder''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11459 Unified data screens (in-flight and on base)]&lt;br /&gt;
&lt;br /&gt;
===Cameras...===&lt;br /&gt;
&lt;br /&gt;
====Ability to use the camera controls while paused [X]====&lt;br /&gt;
This makes it easier for screenshot-takers to find the perfect angles for action shots -''[[User:Halleck|Halleck]]''&lt;br /&gt;
&lt;br /&gt;
''(Edited to include all camera controls. -[[User:Shark|Shark]])''&lt;br /&gt;
&lt;br /&gt;
====Translate or &amp;quot;free&amp;quot; cam []====&lt;br /&gt;
Camera which can be moved independently of the ship, even while paused. This would be useful for capturing screenshots and gameplay footage, as well as &amp;quot;system browsing&amp;quot;. -''[[User:Halleck|Halleck]]'' and ''[[User:ace123|ace123]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=4501 Feature Request: Free Cam]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=2404 A Call for Screenshots]&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Chase&amp;quot; cam []====&lt;br /&gt;
A third-person, behind-the-ship view (kind of like in the video games ''StarFox'', or better yet ''WarHawk''), complete with custom HUD and control scheme, would be nice. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Sniper&amp;quot; cam []====&lt;br /&gt;
A zoom lense for weapons that can take advantage of this, as well as decreased control sensitivity when in use. See ''IWar2'' and (I think) ''Tachyon'' for an example. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Sensors&amp;quot; view []====&lt;br /&gt;
A third-person view that is automatically zoomed out to the limits of the ship's secondary sensors. Ships smaller than stations are represented using dots instead of meshes. Orbital paths/gravitational fields should also be represented. Setting autopilot waypoints or nav targets should also be possible. See ''Homeworld'' for an example. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
==Starmap []==&lt;br /&gt;
&lt;br /&gt;
===Show dockable targets and factions in starmap []===&lt;br /&gt;
It would be useful for the map screen to show you what dockable planets and stations are present and what faction is in control in the system you have selected. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
===In-base starmap []===&lt;br /&gt;
It would be great to have a starmap you could consult while at a station. That way, you could make intelligent choices about hauling cargo. Having this accessible from a Station Library would be the way to go.&lt;br /&gt;
The other solution would be to add such functionality to the mission computer. E.g. except the Accept button for a chosen mission there could be a Map button that would, when pressed, show the route to the target star system of the mission.&lt;br /&gt;
Or the map could be accessible from the info screen. E.g. except the Pilot and Ship buttons there could be a Map button. Red circle with an arrow and 'YOU ARE HERE' text would be informative thing too. -''unknown''&lt;br /&gt;
&lt;br /&gt;
===Larger/better starmap window []===&lt;br /&gt;
Make the window/map as large as possible to increase its usefulness as a summary of in-system objects.  The starmap should not have such a thick frame, for example.  Currently it's trying to show more than the HUD in less space than the HUD.  While the player needs to be reminded the game isn't paused, this could be accomplished by providing a slight transparency to the starmap (such as 5% or 7% transparent, mostly opaque).  The transparency effect would be more fun for players. -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
Other improvements need to be made to make exploring using the starmap less painful.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14923 Large scale navigation]&lt;br /&gt;
&lt;br /&gt;
===Separate nav/info buttons []===&lt;br /&gt;
They're not related, so they should be separate buttons.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Modal buttons should show current mode []===&lt;br /&gt;
Move multifunction buttons that affect the view (Nav, Info, Map) away from buttons that affect how the view is represented (2D, 3D, Ortho); use color, position, size/shape, or distance to separate these button groups.  Anytime a button cycles between multiple modes (eg with 2d/3d/ortho), some visual cue should *show* the users which mode is the current one (bold/color/lighting). &lt;br /&gt;
*This menu has its virtues.  It's not entirely keyboard based, for example.&lt;br /&gt;
*One possible approach: &lt;br /&gt;
***use tabs for the different views, and buttons that light up for view-options. (Tabs should be stylized for the theme--green glowing outlines for example, or side tabs styled like gmail.com inbox/archive/trash/spam/... tabs).  &lt;br /&gt;
***Only show view options when they're applicable.  &lt;br /&gt;
***Make every view option a separate button (2d is its own button).   They should be separate controls because a modal button doesn't communicate which mode is selected.  A single button shouldn't do 3 things instead of 1 - it's not normal or expected, so it will confuse people.  &lt;br /&gt;
***Don't use tabs for 2d/3d/ortho, since changing the view in one affects the view in the others, and tabs usually indicate independence from each other.   While I don't suggest making them a radio list (this isn't a form to fill out), this is essentially what they are.  &lt;br /&gt;
***For efficiency, consider making it so users can glance at another view option without clicking on it: hovering over &amp;quot;2d&amp;quot; should make it 2d temporarily; Clicking 2d should make it stick.  This has the disadvantage that users may get confused: they might not think the buttons can be clicked, and will never actually switch to another view to manipulate the map.  For this reason, the buttons should clearly show their state, and their relationship should be obvious.   Perhaps something like a line should connect the three items, and the selected item should be depressed with glowing letters, while the others are raised.  Hovering doesn't raise a button, but it makes its text glow.  Even if this takes work, it will make the game a lot easier to understand and thus fun to play.  Even users who catch on quickly should feel like it's very smooth and obvious--smooth so focus stays on the game instead of the menu, and obvious so it's easier to remember where things are later.  Flashy so things are more memorable and satisfying to click (and thus discover).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Rename &amp;quot;Up/Down&amp;quot; []===&lt;br /&gt;
The labeling for Up/Down doesn't really tell what it does. The up/down button should be relabeled as &amp;quot;View - System/Sector&amp;quot; -- or separated into two buttons -- or toggle between saying &amp;quot;View System&amp;quot; and &amp;quot;View Sector&amp;quot; when the user clicks it.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Changes to planet/base icons []=== &lt;br /&gt;
It's hard to click on specific items.  Planets and bases don't need huge icons around them as with VS 0.4.3.  It makes it hard to read anything, and harder to select things that are close.  Just have the item whose center is closest to the cursor be selected.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
Geometric shapes should not be reused excessively. Try to reserve each shape for a particular class of object in order to prevent overlap and confusion. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2194&amp;amp;p=18146#p18146 In-Game Map]&lt;br /&gt;
&lt;br /&gt;
===Crowded areas []===&lt;br /&gt;
It's impossible to click on really closely spaced items.  When an area is crowded, selecting it should cause the map to temporarily zoom in to select the actual target, then zoom out again.  (Alternately, instead of zoom use a subwindow or popup menu of items to select near the cursor).    -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Preview target (on hover) []===&lt;br /&gt;
Hovering over any item should show its image as with the HUD view in bottom right.  This will help users to recognize what they're looking for. Also, consider showing distance to target and other details on hover (faction, friendliness rating number, estimated value, time in-system, favorite color, ...) -[[User:bugeyedllama|bugeyedllama]]&lt;br /&gt;
* While a target is hovered over, shift_1 through shift_9 should set it as a remembered target.  This fact should be advertised when the cursor is over the item.  If already assigned, the current number it is assigned to should be displayed;  Displaying key assignments immediately will show the user the assignment was successful, and keep them from forgetting if a target has already been assigned a number.  It will also remind a user if it was important.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
** Pressing a number 1-9 should jump the cursor to a remembered target.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
** While Shift is pressed but before a number is pressed, all the target assignments should be shown in a layover text.  Consider doing this for the HUD display too (although Ctrl and Shift do a lot more on the HUD, so it might not make sense there).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;You are here&amp;quot; indicator []===&lt;br /&gt;
Instead of another inconsequential dot showing &amp;quot;llama.begin&amp;quot; or something, highlight the current location (base computer) or ship (in-flight) using color, font, fontsize, thickness, icon, and/or pulsing color.  A crosshair won't work well in 3d, but it's worth considering.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
:I like how ''Homeworld'''s sensors mode put the ship at the center of the (spherical) coordinate system. Though this might not be appropriate for a starmap. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Color saturation indicates distance from camera []===&lt;br /&gt;
While color should still show what an item is, the color's saturation could be less saturated and smaller if the item is supposed to be further inside the map.  While rotating the 3d view, as items move closer to the camera, their colors should get more vibrant, the icons slightly larger.   To provide reference on saturation, the polar grid in 3d mode could be more vibrant in the front, and less so in back.   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
:I disagree. I think colors should be reserved for different ''types'' of objects. (i.e. ships, astronomical objects, HUD information, etc.) -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Nav system/software upgrades []===&lt;br /&gt;
Sensor and Software upgrades could let the user toggle viewing of:&lt;br /&gt;
* SPEC gravity field interference (in grayscale or cloud/alpha gradients), &lt;br /&gt;
* commonly used flight paths &amp;amp; pirated zones (past battle locations per down-map system, or up-map color coding of dangerous sectors/stars)&lt;br /&gt;
* visited: stations &amp;amp; systems  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
Navigation software upgrades could let the user:&lt;br /&gt;
* plot direct courses for autopilot&lt;br /&gt;
* plot least-time courses for autopilot&lt;br /&gt;
* plot multi-stage courses (over several jumps), with auto-targeting of each consecutive jump point upon entering the system.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===News &amp;amp; mission view []===&lt;br /&gt;
This layer would only be available on stations/planets.&lt;br /&gt;
* Show news based on regions/stars.  A number beside each star could show how many relevant news items are from there.  Hovering and clicking on a star would show news for that star.&lt;br /&gt;
* Show star and route to star based on news.&lt;br /&gt;
* Also, search for and accept missions from the starmap.&lt;br /&gt;
* Transparency of the background could allow for skinning the news/mission/pilot views of the map screen, so that it seems different depending on where it's accessed.  Eg, in a news kiosk, it might have the GNN logo in the background and a reflection of the hangar or mall.  In the pilot seat, it could be semitransparent like a glass tactical screen, with a slight/blurred pilot helmet reflection and the HUD actively moving behind it.  Mission views could look like a Microsoft Surface(R) bar table.  -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Tooltips on mouse hover []===&lt;br /&gt;
* Sector View: on hover, Highlight jump routes connecting this star.  Keep highlighting jump routes if clicked?&lt;br /&gt;
* System View: on hover, Show object preview, with distance-to/name/faction/friendliness and other data, when mouse hovers over a ship or planet.  For jump points, list known(visited) places at the destination (planets, stations, etc).   -''[[User:bugeyedllama|bugeyedllama]]''&lt;br /&gt;
&lt;br /&gt;
===Other suggested improvements...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9816 system map/hud radar]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11169 A Beeter Nav computer]&lt;br /&gt;
&lt;br /&gt;
==Base/Other UI==&lt;br /&gt;
&lt;br /&gt;
===Station library []===&lt;br /&gt;
A Station library / encyclopedia would provide a useful repository for background documents written by jackS and others, as well as providing a logical place to access the Map-screen. History articles and Race/Faction descriptions could be available from the library. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
:How about a Library Station? T'would be more scholarly. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
:Maybe Research Stations and University Planets should have the best libraries?  And other places have varying collections: military stuff at military stations (except that the player is a civilian so the military is the last place you'll find out anything about the military...).  - ''peter''&lt;br /&gt;
&lt;br /&gt;
::No, the military could have a lot of information on the history of some aircraft, and heaps of propaganda. Different factions could invent their own versions of the history of certain events. That way, you could have a heap of different articles available at different places. It would add a lot more depth to the world. You could also use it as a form of credits for some of the developers. Many games there days are going for a 'hidden credits within the game' approach. -''Aronzak''&lt;br /&gt;
&lt;br /&gt;
===Trade subscriptions []===&lt;br /&gt;
Subscriptions to publications that give news of trade opportunities or happenings in industry. Should be limited in scope to a particular industry or faction, but should cover a larger astronomical area than &amp;quot;General News&amp;quot;, be more thorough in its coverage, as well as/or be more explicit in how it can benefit the player. -''[[User:Shark|Shark]] and others''&lt;br /&gt;
&lt;br /&gt;
===Describe why upgrade X cannot be installed []===&lt;br /&gt;
In the ship upgrades screen, display a short note describing why you cannot install upgrade x (already installed/higher version installed/ship not capable etc.) - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Specialized repair console []===&lt;br /&gt;
In the ship upgrades screen, have one section specialized in repairs that lists all damaged components and makes it easy to select which ones to repair without having to click on all upgrade sections to check if there are damaged components hiding somewhere. - ''AeonOfTime''&lt;br /&gt;
&lt;br /&gt;
===Expand/collapse all buttons []===&lt;br /&gt;
In the computer screens with expandable lists, have buttons 'expand all' and 'collapse all' to be able to expand or collapse the tree of all available items without clicking on the individual sections. &lt;br /&gt;
 &lt;br /&gt;
===Multiple-choice conversations [X]===&lt;br /&gt;
multiple choice dialogs (at the bottom at the screen, or as a pop-up, I don't know) that'd give writers a lot of flexibility. Besides empowering writers with the ability to do actual dialogs, it gives player the ability to negotiate, to investigate, to strike special deals, to add fine points to a mission--everything you can think of. And of course, multiple choice still can do the 'yes' and 'no'. - ''CubOfJudahsLion''&lt;br /&gt;
&lt;br /&gt;
===Cargo/ship/upgrade/weapon compare screen []===&lt;br /&gt;
As the title already states a screen where it is possible to compare the various items. Maybe having the separations '''cargos, ships, upgrades, weapons''' as they all have their special attributes and more important infos. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
===Sort mission list by destination []===&lt;br /&gt;
In the mission screen, add a button that sorts the missions by destination. Or at least sort the missions by destination rather than alphabetically within their categories. that way users can accept multiple missions which go to the same target system. -''Thawn''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?p=93927 sort missions by destination.]&lt;br /&gt;
&lt;br /&gt;
===Economic index []===&lt;br /&gt;
It would be nice if there was some kind of economic index, so you could tell what the buying and selling prices are for a given commodity. That way, when you are on a base that seems to have a lot of seafood, you can tell whether or not you're being ripped off. Maybe it should also just show the prices of the last time / 3 last times, otherwise it would be just too predictable. Being a newbie in space usually also means you have to find out about goods. - ''unknown''&lt;br /&gt;
&lt;br /&gt;
:Maybe require some sort of a subscription-based service to provide the necessary database (see the Trade Subscriptions request). -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Ship hardpoint display []===&lt;br /&gt;
Some sort of a display showing a model of your ship, as well as all hardpoints/device slots and the equipment installed on them. Applies to the in-flight UI, as well. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Gambling mini-game []===&lt;br /&gt;
Gambling for credits in bars. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
===Separate repair and refuel options []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=2&amp;amp;t=10542 Fuel use causes damage?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11013 Repair in Upgrade Computer]&lt;br /&gt;
&lt;br /&gt;
===Base UI redesigns...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2063 Pictures for Cargo Items &amp;amp; ships]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10916 Add drop shadow or bg to menu text]&lt;br /&gt;
&lt;br /&gt;
===Faction event history []===&lt;br /&gt;
You should be able to see a history of faction events as a factor of time, including when a faction started or ceased to hate/love you.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13322 Factions log]&lt;br /&gt;
&lt;br /&gt;
===Improved bar graphics []===&lt;br /&gt;
Make the bars look better.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11371 Better Bar Character Graphics]&lt;br /&gt;
&lt;br /&gt;
===Other base UI issues...===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9350 basecomputer UI]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9598 Problem with the UI]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13316 Questions ideas etc. about ships/ship interface.]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
===Game trailer []===&lt;br /&gt;
Create a short trailer for the game.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13192 How about a Vega Strike trailer?]&lt;br /&gt;
&lt;br /&gt;
===Voice acting [w]===&lt;br /&gt;
Record some human voices.&lt;br /&gt;
&lt;br /&gt;
''Initial Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10762 Vega Strike Voice Acting]&lt;br /&gt;
&lt;br /&gt;
Voice work has begun and you can hear it in SVN.  &lt;br /&gt;
&lt;br /&gt;
Ongoing work is discussed here: http://forums.vega-strike.org/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Guidelines and a list of voice acting projects is here: [[Development:Audio#Voice_Acting]]&lt;br /&gt;
&lt;br /&gt;
===In-game tutorial []===&lt;br /&gt;
Provide players with some hands-on instruction.&lt;br /&gt;
&lt;br /&gt;
''Discussion thread:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11314 In-game tutorial]&lt;br /&gt;
&lt;br /&gt;
===Racetrack []===&lt;br /&gt;
Create a racetrack where ships can compete for money.&lt;br /&gt;
:Some corridor type levels would be nice too. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10867 Raceship spacetrack + concept art &amp;gt; good for multiplayer]&lt;br /&gt;
&lt;br /&gt;
===More subdued colors []===&lt;br /&gt;
The colors and textures in ''VS'' are too bright and saturated, IMO. See ''Starshatter'' for good use of better, more subdued colors. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
==Network and multiplay==&lt;br /&gt;
===Network play [Y]===&lt;br /&gt;
The second most commonly requested feature is network play. Most people seem to want a massively multiplayer online game (MMO), and one day in the distant future this may become a reality. However, rudimentary network support is being actively developed. A &amp;quot;quake in space&amp;quot; deathmatch gametype should be available in the near future, possibly the next release.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=37&amp;amp;t=9305 Online multiplayer is now working.]&lt;br /&gt;
&lt;br /&gt;
===Clan-owned stations/property []===&lt;br /&gt;
Clan-owned headquarters and other properties that can be attacked and conquered.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=15035 Clan HQ &amp;amp; Stations]&lt;br /&gt;
&lt;br /&gt;
===Make VS an MMORPG [W]===&lt;br /&gt;
Turn VS into an MMORPG.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10743 VS an MMORPG?]&lt;br /&gt;
&lt;br /&gt;
===Network lag meter and admin controls []===&lt;br /&gt;
*''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10991 [network]Network lag meter and server admin controls]&lt;br /&gt;
&lt;br /&gt;
===Smaller, cozier universe []===&lt;br /&gt;
And of course, theres got to be a limited numbers of systems(25-40) on the game universe so you will not end up with 99% unexplored areas with everyone getting lost in the long run. -''[[user:Paslowo|Paslowo]]''&lt;br /&gt;
&lt;br /&gt;
===Rare astronomical phenomena []===&lt;br /&gt;
&lt;br /&gt;
Rapid binary stars, neutron stars, black holes, etc. But rare.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
===Escape pods and insurance []===&lt;br /&gt;
Modifications to how players deaths are implemented.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9166 Online gameplay ideas]&lt;br /&gt;
&lt;br /&gt;
==Under the hood==&lt;br /&gt;
&lt;br /&gt;
===Unlock display and minimize game []===&lt;br /&gt;
Define a key (such as Alt_Tab) that will release the mouse cursor, pause the game, and minimize the window/switch back to the x-server in linux or the regular display in Windows. --[User:Bugeyedllama|Bugeyedllama]&lt;br /&gt;
* Alternative: Confine the mouse to the vegastrike window, and let the window switch away from fullscreen.  &amp;quot;X&amp;quot; could pause the game and release the mouse.&lt;br /&gt;
&lt;br /&gt;
===Serial port communications for custom controls and displays []===&lt;br /&gt;
Send ship information such as shield strength, the status of upgraded components, allied and enemy ship lock, etc., across a serial connection to a microcontroller such as the [http://www.arduino.cc/ Arduino] to be displayed via LCD screen(s) and LEDs.  In addition, make Vega Strike able to receive information back from the microcontroller across the same serial connection so that toggle and rotary switches, keypads, potentiometers, pressure sensors, buttons, etc., could be used to control certain ship functions, such as weapon selection, pilot ejection, communications, etc. -''scienceguy8''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?p=102641#102641 HUD Instruments - move to other screens/machines?]&lt;br /&gt;
&lt;br /&gt;
===Switch to Lua instead of Python [R]===&lt;br /&gt;
Translate all Python code to the Lua scripting language. -''[[User:Shark|Shark]]''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=6739 Scripting Languages]&lt;br /&gt;
&lt;br /&gt;
===In-game configuration console []===&lt;br /&gt;
An configuration interface accessible from within the game (and thus platform independent as well).&lt;br /&gt;
&lt;br /&gt;
What one should be able to configure:&lt;br /&gt;
* Key bindings (by pressing them, not writing something code-like)&lt;br /&gt;
* Joystick and mouse configuration&lt;br /&gt;
* Basic graphic settings&lt;br /&gt;
* ....&lt;br /&gt;
* &amp;quot;Data Reload&amp;quot; button, so you could modify things in the units.csv and hit 'reload' to see changes without having to reopen the game. -''Jesse_the_Midget''&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=3826 Question: UI for binding config?]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=13201 Ingame setup]&lt;br /&gt;
&lt;br /&gt;
===Mission editor []===&lt;br /&gt;
Create a dedicated tool to make it easier for people to script missions.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11738 Feature Request: Mission editor.]&lt;br /&gt;
&lt;br /&gt;
===Use sqlite for managing data []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11269 Any thoughts of using sqlite?]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Lite&amp;quot; version of VS []===&lt;br /&gt;
Create a &amp;quot;light&amp;quot; version of the game that takes up less disk space and can be distributed more easily.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11276 lighter version of vegastrike]&lt;br /&gt;
&lt;br /&gt;
===Support 64-bit Windows []===&lt;br /&gt;
Add support for 64-bit versions of Windows.&lt;br /&gt;
&lt;br /&gt;
''Discussion topics:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=12189 64 bit windows versions]&lt;br /&gt;
&lt;br /&gt;
===VS as benchmark program []===&lt;br /&gt;
VS can be used to benchmark video card performance.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=11796 The Vegastrike Benchmark TM]&lt;br /&gt;
&lt;br /&gt;
===Multimonitor support []===&lt;br /&gt;
Native support for multiple monitors, including monitors with specialized purposes.&lt;br /&gt;
&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14836 Dual monitor]&lt;br /&gt;
&lt;br /&gt;
===More options/variability in system generator []===&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14733 request to have more control on system generator]&lt;br /&gt;
&lt;br /&gt;
==Lists of requests/suggestions==&lt;br /&gt;
''Discussion threads:''&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=2198 random discussion]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=9934 RFC on some Good ideas(maybe)]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10714 A few Ideas]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10902 Lots of feature wishes...]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10929 Big bin of feedback]&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=14697 Few things i'd like to see, and do if i had the time]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Development:Roadmap]] - ''Discussion:'' [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=8844]&lt;br /&gt;
* [http://vegastrike.sourceforge.net/phpwiki/index.php/VsFaqFeatureRequests VsFaqFeatureRequests] in the [http://vegastrike.sourceforge.net/phpwiki/ old wiki]&lt;br /&gt;
* [http://c2.com/cgi/wiki?CreepingFeaturitis] - Please be aware when adding feature requests&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[FAQ:Modding]]&lt;br /&gt;
| up=[[FAQ]]&lt;br /&gt;
| next=&lt;br /&gt;
}}&lt;br /&gt;
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[[Category:FAQ]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19669</id>
		<title>Development:Economy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19669"/>
				<updated>2014-02-16T17:03:37Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current situation and wish list ==&lt;br /&gt;
&lt;br /&gt;
Currently the economic system is quite limited (as far as playing the game has showed me). Only the player himself (or herself of course) is actually trading [[Cargo|goods]]. To create a more dynamic universe, the economy has to be extended in such a way that [[NPC]] (i.e. non-player characters, the computer-players) are also able to influence it. This will require quite some extensions. Ideas about a new economic system will be posted here and can of course be discussed.&lt;br /&gt;
&lt;br /&gt;
== Future economy ==&lt;br /&gt;
&lt;br /&gt;
The future economy should be more dynamic in the sense that not only the human player does trading, but the various computer players also participate. To create this, there are a number of changes required. Note that the changes described here are without any knowledge about the actual code, so there may be errors in this describtion.&lt;br /&gt;
&lt;br /&gt;
The first thing needed is an improved model for the demands and offers of goods on different bases and planets. A mining base e.g. would need a huge amount of food and mining equipment, while a medical base might supply medical equipment. An indication of this system are the different prices for goods on different types of bases/planets. Usage of these goods however is not build into the game. The first task, thus, would be to create a model which describes the usage and production of goods, resulting in not only increasing amounts of goods due to production but also descreasing amounts due to consumption. Depending on the consumption and current stock, the price of the goods should be determined. This change in price can off course be used as a way to fuel trade. There are however a number of problems which need to be addressed:&lt;br /&gt;
&lt;br /&gt;
1) Does a base or planet have a certain amount of [[Terminology:Credits|money]] at the start of the game and does the change with every purchase or sale or do they have an unlimmited amount of money. The major problem with the first option is that this can result in bases going bankrupt.&lt;br /&gt;
&lt;br /&gt;
2) Is there a limit to the amount of products e.g. a miningbase can produce as this will result in bases being abandoned when resources are depleted.&lt;br /&gt;
&lt;br /&gt;
The probable course to follow for these problems is to start with bases without any limits. Introducing limits will spawn the need to add the option to start new bases on e.g. asteroids with valuable resources, which is a large project itself.&lt;br /&gt;
&lt;br /&gt;
The main goal on this change is to provide a basic infrastructure to allow trading by NPCs. To achieve this the modal of a NPC has to be extended. They should be aware of prices on the different bases and should be able to figure out a nice trading route. This in itself isn't really hard as it's just calculating the profit per distance (or time) traveled of all known [[Cargo|goods]] and selecting the highest. Besides this parameters like the type of the goods (and thus the space usage), the amount available on bases, etc need to be taken into account.&lt;br /&gt;
&lt;br /&gt;
== Current Proposal ==&lt;br /&gt;
Reworking the Vega Strike Economy:&lt;br /&gt;
A Three-Fold Approach&lt;br /&gt;
&lt;br /&gt;
	After extended discussions, a potential dynamic economy has been developed. The proposed approach requires three areas of development. See forum threads - [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10828 old (2008-2011)], [http://forums.vega-strike.org/viewtopic.php?f=11&amp;amp;t=19507 new (2014)].&lt;br /&gt;
&lt;br /&gt;
	The quest to make the Vega Strike economy dynamic and hopefully more realistic has been a long one. However, it seems to be nearing an end. Mid March of 2008 “Javier” Launched a thread to try to consolidate existing economic threads that where popping up about that time. Discussions stalled with out a definitive agreement on neither features nor scope. At the end of January 2011 “Travists” tried to revive the thread. A fairly rapid-fire series of posts followed, and a general consensus was reached early in February that same year. What was determined was that there are three areas that the economy needs include: the economy responds to its self, the universe responds to the economy, and the economy responds to major changes in the universe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	There are several points in this system that underlie the three parts of development. Any attempt at a realistic economy must include [[Supply and Demand Dynamics]]. Also implied, is that the distance goods must be transported as well as the risk in that transportation influences the price. The price, availability, and faction deployment of ships and equipment depends on manufacturing sites and overall market conditions. The manufacture of goods causes prices to reflect the cost of the goods needed to make them. Manufactured quantities of goods changes with demand. Bases are simulated separately. Traffic patterns and trade levels change to indicate the current market. Factions and corporations can alter the economy by supporting various projects. A final tweak suggested is that there is a range of population densities, radiating out from core systems, rather than the current random distribution. These have several interplays leading to the three-fold approach.&lt;br /&gt;
&lt;br /&gt;
	Changes to the main VS program are needed for the universe to respond to economic changes. These include polling of the current economic factors in ship locations and numbers. When major economic changes evolve out of the simulation the news reports on it. The strength of factions is largely influenced by their economic standing. Likely also included here are the population distributions. There also needs to be developed for the program a routine to calculate present supply/demand levels. One of the major changes to the game is in the dynamic generation of the universe. That relates to the population distribution. At present, it is all random. To facilitate the dynamic economy being usable each faction needs a homeworld. Populations than diminish as you go outward from them. Another change to the universe populating process needs to look at the number of habitable planets in a system, asteroids and nebulae to determine population and what base types there are.&lt;br /&gt;
&lt;br /&gt;
	The economy needs to be set up for internal responses. Ships produced at shipyards and parts at factories likely falls in here. The economic database needs an entry for each base containing each good and its interrelationship with other goods. Changes in costs radiate outwards from the affected base. After much discussion the best way to do this is generally agreed to be a flow rate number crunching system rather than simulating every ship needed to account for the transfer of goods. Also included in here are the data and coding changes for population distributions starting costs, and availability/cost of ships and upgrades being based on the location of production facilities. Should the population be set up to be fluid, then economic levels would drive any significant changes. Such population changes also would change the demand for goods. Clearly, much of the dynamics of the dynamic economy happens here.&lt;br /&gt;
&lt;br /&gt;
	There are also many ways that the economy needs to respond to the program. The destruction or heavy damage of a base would change the availability of the goods that that base produces and may increase the local need for medical and construction supplies. Should a faction take over a base than production shifts to reflect that factions goods. Disasters also may be triggered changing needs. Basically anytime something happens in game that would logically change the cost and/or availability of goods, ships, or parts needs to be responded to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:3D_Applications&amp;diff=19661</id>
		<title>Links:3D Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:3D_Applications&amp;diff=19661"/>
				<updated>2014-02-16T08:22:35Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Graphic Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Converters]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=3D Modelling and animation applications=&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&amp;quot;''Blender, the open source software for 3D modeling, animation, rendering, post-production, interactive creation and playback.''&amp;quot;&amp;quot;&lt;br /&gt;
* Homepage: http://www.blender.org/&lt;br /&gt;
* Community: http://www.blenderartists.org/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: &amp;quot;''Available for Windows, Linux, Irix, Sun Solaris, FreeBSD or Mac OS X.''&amp;quot;&lt;br /&gt;
* Plugins: Python scripts. So [http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts there's a lot].&lt;br /&gt;
&lt;br /&gt;
==Wings 3D==&lt;br /&gt;
''Wings 3D is a polygon mesh modeler inspired by Nendo from Izware. Wings real strength is in modeling.''&amp;quot; Texturing&amp;amp;co is construction, but does support UV mapping and even automated it.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.wings3d.com&lt;br /&gt;
* License: BSD-style license: read license.terms&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Formats:&lt;br /&gt;
** Image: BMP, JPEG, PNG, TGA, TIFF. To use DDS textures, you'll need png/jpg version, then change names in MTL files when converting to/from BFXM.&lt;br /&gt;
** Import: Nendo .ndo, 3DStudio .3ds, Adobe Illustrator .ai, Lightwave or Modo .lwo/.lxo, Wavefront .obj, Adobe Postscript .ps/.eps, StereoLithography .stl, .SVG path.&lt;br /&gt;
** Export: Nendo .ndo, 3DStudio .3ds, BZFlag .bzf, Collada .dae, cartoon edges .eps, Kerkythea .xml, Lightwave or Modo .lwo/.lxo, Wavefront .obj, POV-Ray .pov, Renderware .rwx, StereoLithography .stl, VRML 2.0 .vrl, Directx .x.&lt;br /&gt;
* External Render: Kerkythea, POV-Ray&lt;br /&gt;
* Plugins: It uses plugin architecture, but for some reason there isn't a big library of addons written under ERLANG.&lt;br /&gt;
** See [[HowTo:Install_Wings3d#Get_and_install_the_Xmesh_Export_Plugin|&amp;quot;How To Install...&amp;quot;]] for Vegastrike XMESH Plugin (if you want to rebuild it, because it's outdated).&lt;br /&gt;
&lt;br /&gt;
==Misfit Model 3D==&lt;br /&gt;
''Misfit Model 3D is an OpenGL-based 3D model editor that works with triangle-based models. It supports multi-level undo, skeletal animations, simple texturing, command-line batch processing, and a plugin system for adding new model and image filters. Complete online help is included. The primary design goal is to be easy to use.''. No more advaced stuff - yet.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Formats: See in [http://www.misfitcode.com/misfitmodel3d/features.html Features].&lt;br /&gt;
** Fully supports: Wavefront OBJ, Milkshape MS3D, Quake MD2.&lt;br /&gt;
** Partially supports: 3DStudio (3ds) read-only via plugin, Quake MD3, Cal3d, Caligari trueSpace COB, AutoCAD DXF, Lightwave LWO read-only.&lt;br /&gt;
* Plugins: as source code only for now.&lt;br /&gt;
** 3DS import, Triangle Stripping, Texture Filter (support for gif, pnm, tiff).&lt;br /&gt;
&lt;br /&gt;
==Art of Illusion==&lt;br /&gt;
&amp;quot;''free, open source 3D modelling and rendering studio.''&amp;quot; &lt;br /&gt;
Easy to learn. Its main strength is in the procedural side (generated objects, boolean modelling, procedural textures and materials), so it's most useful for creating primary models used to bake textures and converting them into tri- or quad- meshes, as well as making effect animations or pre-rendered backgrounds. Conversely, less useful for editing meshes, though it does support skeletons, and allows to explicitly sets coordinates and edge smoothness. If you want to do it anyway, backup the source OBJ and check the result, you may need to change rounding value. Or not, if it looks good anyway.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.artofillusion.org/&lt;br /&gt;
* SourceForge: Project Info: http://aoi.sourceforge.net/&lt;br /&gt;
* Community: http://www.artofillusion.org/forums&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: &amp;quot;''Java Virtual Machine'' (cross-platform, including Windows, Linux, Solaris, Mac OS X).&amp;quot;&lt;br /&gt;
* Extras: Well-tagged plugin repository (http://aoisp.sourceforge.net/) accessible from &amp;quot;Script and Plugin Manager&amp;quot; in menu (for 2.9, [http://sourceforge.net/projects/aoi/forums/forum/47783/topic/4725836 get bugfix], or better off upgrade).&lt;br /&gt;
&lt;br /&gt;
==POV-Ray==&lt;br /&gt;
POV-Ray (Persistence of Vision Raytracer) is a high-quality, totally free tool for creating stunning three-dimensional graphics. It is available in official versions for Windows, Mac OS/Mac OS X and i86 Linux. The source code is available for those wanting to do their own ports. With its unique scripting approach and through a large base of available texture, pigment, and material functions there are almost unlimited possibilities to creating any kind of graphics.&lt;br /&gt;
&lt;br /&gt;
A terragen clone for POV-Ray can be found here: [http://www.ignorancia.org/en/index.php?page=Project_Tierra Project Tierra]&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.povray.org&lt;br /&gt;
* License: POV-Ray Licence&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
&lt;br /&gt;
==YafaRay==&lt;br /&gt;
''YafaRay is a free open-source raytracing engine.''&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.yafaray.org/&lt;br /&gt;
* License: GNU LGPL&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
&lt;br /&gt;
==Terragen==&lt;br /&gt;
Terragen is a free (for non-commercial use) scenery rendering software capable of creating photo-realistic results for landscape visualization, special effects, art and recreation.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.planetside.co.uk/terragen/&lt;br /&gt;
* License: Commercial, free for personal non-commercial use.&lt;br /&gt;
* Operating system: Windows, Macintosh&lt;br /&gt;
&lt;br /&gt;
==Fracplanet==&lt;br /&gt;
''Fracplanet is an interactive tool for creating random fractal planets and terrain areas with oceans, rivers, lakes and icecaps. The results can be exported as models to POV-Ray and to Blender, or as texture maps for more general usage.''&lt;br /&gt;
* Homepage: http://www.bottlenose.demon.co.uk/share/fracplanet/&lt;br /&gt;
* License: GNU GPL&lt;br /&gt;
* Operating system: Linux, Mac, Java port&lt;br /&gt;
* Requirements: Qt, OpenGL&lt;br /&gt;
&lt;br /&gt;
==K3D==&lt;br /&gt;
''K-3D is free-as-in-freedom 3D modeling and animation software. It combines flexible plugins with a visualization pipeline architecture, making K-3D a versatile and powerful tool for artists.'' Not beta anymore, but a lot of features actually using the potentially powerful engine are still yet to be implemented - e.g. Texture Mapping (though it's planned).&lt;br /&gt;
&lt;br /&gt;
* Homepage http://www.k-3d.org/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Plugins: [http://www.k-3d.org/wiki/All_Plugins Lots].&lt;br /&gt;
&lt;br /&gt;
==Truevision==&lt;br /&gt;
* Homepage: http://truevision.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==AC3D==&lt;br /&gt;
''3D Graphics Modeller''&lt;br /&gt;
* Homepage: http://www.comp.lancs.ac.uk/computing/users/andy/ac3d.html&lt;br /&gt;
&lt;br /&gt;
==Anim8or==&lt;br /&gt;
''Free 3D Animation Software''&lt;br /&gt;
* Homepage: http://www.anim8or.com/&lt;br /&gt;
&lt;br /&gt;
==Pretty Poly Editor (PPE)==&lt;br /&gt;
* Homepage: http://prettypoly.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==WolfPack Entertainment==&lt;br /&gt;
* Homepage: http://wolfpack.twu.net/&lt;br /&gt;
* http://wolfpack.twu.net/Vertex/index.html&lt;br /&gt;
&lt;br /&gt;
==3D Canvas==&lt;br /&gt;
3D Canvas is a real-time 3D modeling and animation tool that incorporates an intuitive drag-and-drop approach to 3D modeling.&amp;lt;br&amp;gt;&lt;br /&gt;
The free version exports to POVRay only.&lt;br /&gt;
* Homepage: http://www.amabilis.com/&lt;br /&gt;
&lt;br /&gt;
==Panorama home page==&lt;br /&gt;
* Homepage: http://www.gnu.org/software/panorama/panorama.html&lt;br /&gt;
&lt;br /&gt;
==gSculpt==&lt;br /&gt;
* Homepage: http://gsculpt.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==G3D==&lt;br /&gt;
* Homepage: http://condor.stcloudstate.edu/%7Ehebl9901/g3d/&lt;br /&gt;
&lt;br /&gt;
==Giram==&lt;br /&gt;
* Homepage: http://www.giram.org/&lt;br /&gt;
&lt;br /&gt;
==Caligari trueSpace==&lt;br /&gt;
An old and well-rounded 3D authoring tool that in part inspired Blender. Was acquired by Microsoft in 2008, freeware for a while, discontinued in 2009 and completely closed in 2011. For those stuck with some old files, there are importers for its format to other software - e.g. in [[Links:3D_Applications#Misfit_Model_3D]].&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://web.archive.org/web/20111215025815/http://www.caligari.com/&lt;br /&gt;
* License: Varied with version. Last ones were at least free for personal non-commercial use.&lt;br /&gt;
* Operating system: Windows&lt;br /&gt;
* Extras: Lots, from Facial Animator to motion capture data support and Blender fluids to integrated online and collaboration support.&lt;br /&gt;
&lt;br /&gt;
==Innovation3D==&lt;br /&gt;
* Homepage: http://innovation3d.sourceforge.net/&lt;br /&gt;
* [http://innovation3d.sourceforge.net/roam/ Index of /roam]&lt;br /&gt;
&lt;br /&gt;
==EQUINOX 3D==&lt;br /&gt;
* Homepage: http://www.equinox3d.com/&lt;br /&gt;
&lt;br /&gt;
==Behemot==&lt;br /&gt;
* Homepage: http://sourceforge.net/projects/behemot/&lt;br /&gt;
&lt;br /&gt;
==MagicLight==&lt;br /&gt;
* Mikaels Aronssons MagicLight page: http://magiclight.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Ayam==&lt;br /&gt;
* Homepage: http://ayam.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==GooseEgg 3D==&lt;br /&gt;
* Homepage: http://gooseegg.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Dive==&lt;br /&gt;
* Homepage: http://www.sics.se/dce/dive/dive.html&lt;br /&gt;
&lt;br /&gt;
==FAMP==&lt;br /&gt;
''Free Animation and Modeling Project''&lt;br /&gt;
* Homepage: http://famp.sourceforge.net/&lt;br /&gt;
* SourceForge: Project Info: http://sourceforge.net/projects/famp&lt;br /&gt;
&lt;br /&gt;
==3dom==&lt;br /&gt;
''3dom - A3D Object Modeler''&lt;br /&gt;
* Homepage: http://threedom.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Aztec==&lt;br /&gt;
* SourceForge: Project Info: http://sourceforge.net/projects/aztec/&lt;br /&gt;
&lt;br /&gt;
==NURBS++==&lt;br /&gt;
* Homepage: http://yukon.genie.uottawa.ca/%7Elavoie/software/nurbs/&lt;br /&gt;
&lt;br /&gt;
=Addons and helper applications=&lt;br /&gt;
&lt;br /&gt;
* [[Links:Graphic Applications]]&lt;br /&gt;
&lt;br /&gt;
==Crafter==&lt;br /&gt;
&amp;quot;''The visual, procedural and structural way to create complex materials.''&amp;quot;&lt;br /&gt;
* Homepage: http://www.funnyfarm.tv/crafter/research.htm&lt;br /&gt;
&lt;br /&gt;
==G3DViewer==&lt;br /&gt;
Lightweight 3D viewer. Allows to preview models in many formats, usually much faster than loading or importing them into modeler.&lt;br /&gt;
* Homepage: http://automagically.de/g3dviewer/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: POSIX. Present in some Linux package repositories.&lt;br /&gt;
&lt;br /&gt;
==MakeHuman==&lt;br /&gt;
&amp;quot;''...software for the modelling of 3-Dimensional humanoid characters. Features [...] highly intuitive GUI and a high quality mesh, optimized to work in subdivision surface mode (for example, Zbrush). Using MakeHuman, a photorealistic character can be modeled in less than 2 minutes''&amp;quot;&lt;br /&gt;
* Homepage: http://www.makehuman.org/ (has extensive documentation section)&lt;br /&gt;
* License: GNU AGPL (code) / special (MakeHuman mesh) / CC0 (content derived from its data)&lt;br /&gt;
* Operating systems: &amp;quot;''32-bit and 64-bit for Windows, Linux, and Mac (Intel &amp;amp; PPC)''&amp;quot;&lt;br /&gt;
* Extras: MakeTarget -- &amp;quot;a new development tool to create [http://www.makehuman.org/doc/node/what_is_a_target_the_makehuman_morphing_process.html morph targets] libraries for MakeHuman&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==MORSE==&lt;br /&gt;
MORSE, the Modular OpenRobots Simulation Engine, ''is an generic simulator for academic robotics. It focuses on realistic 3D simulation of small to large environments, indoor or outdoor, with one to tenths of autonomous robots.'' - in case you want some moving mechanisms to look realistically in different scenes. ''In MORSE, simulations are small Python scripts that describe the robots and the environment.''&lt;br /&gt;
* Homepage: http://www.openrobots.org/wiki/morse/&lt;br /&gt;
* Requirements: Blender Game Engine (OpenGL)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://forums.newtek.com/discus/messages/2/5250.html?1026963476 Why Notepad is superior to Lightwave]&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Graphic Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Converters]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Model_Guidelines&amp;diff=19660</id>
		<title>Development:Model Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Model_Guidelines&amp;diff=19660"/>
				<updated>2014-02-16T05:52:08Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: an example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Development]]}}&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
The intention of this document is to give artists using the Vega Strike engine some suggested guidelines to follow in creating models. You may also wish to have a look at the corresponding [[Development:Texture_Guidelines|texturing guidelines]].&lt;br /&gt;
&lt;br /&gt;
So you want to create a new ship for Vega Strike, do you?  While virtually all models are welcome, well before you start cranking out wonderfully designed models we request that you first check what models are still required.&lt;br /&gt;
&lt;br /&gt;
{{warning_text |&lt;br /&gt;
| text='''Note:''' If you wish to contribute a new or updated model (ship, installation, turret, cockpit, ..) to the game Vega Strike, please see the [[Development:3D_Models|'''3D Models''']] page for models requiring attention.}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, contact [[User:jackS|jackS]] or [[User:pyramid|pyramid]].&lt;br /&gt;
&lt;br /&gt;
= Modeling Pipeline Overview =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; rules=&amp;quot;rows&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width:100%; text-align:center; background-color:#98ffb2&amp;quot; |&lt;br /&gt;
|'''Step&lt;br /&gt;
|'''Input&lt;br /&gt;
|'''Output&lt;br /&gt;
|'''Tools&lt;br /&gt;
|'''Requirements&lt;br /&gt;
|'''Tutorials&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Model Selection&lt;br /&gt;
| -&lt;br /&gt;
| required model&lt;br /&gt;
| [[Development:3D_Models|model task list]]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Conceptualization&lt;br /&gt;
| selected model&lt;br /&gt;
| model concept&lt;br /&gt;
| pen &amp;amp; paper, artwork forum&lt;br /&gt;
| artstyle guide&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Modeling&lt;br /&gt;
| concept&lt;br /&gt;
| model mesh, obj files&lt;br /&gt;
| blender, forum&lt;br /&gt;
| many&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Texturing&lt;br /&gt;
| model mesh&lt;br /&gt;
| textures&lt;br /&gt;
| gimp, forum&lt;br /&gt;
| texture requirements&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Integration&lt;br /&gt;
| model + textures&lt;br /&gt;
| bfxm + dds textures&lt;br /&gt;
| mesher + UnitConverter&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Testing&lt;br /&gt;
| bfxm model + dds textures&lt;br /&gt;
| visual + behavior&lt;br /&gt;
| vegastrike + modelview.mission&lt;br /&gt;
| pass or rework&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Submission&lt;br /&gt;
| blender file + obj, master textures, bfxm + dds textures&lt;br /&gt;
| archive or svn&lt;br /&gt;
| mail, svn client&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Model Requirements=&lt;br /&gt;
&lt;br /&gt;
==Requirements Checklist==&lt;br /&gt;
&lt;br /&gt;
Considerations for a successful model submission:&lt;br /&gt;
* Model is in the requirements list [[Development:3D_Models|-&amp;gt;]]&lt;br /&gt;
* Abides to faction visual guidelines&lt;br /&gt;
* Has approved concept&lt;br /&gt;
* Provides model source file (blender, Wings3D, ...)&lt;br /&gt;
* Provides OBJ file&lt;br /&gt;
* Has model mesh, shield mesh, LoD meshes, helper meshes&lt;br /&gt;
* Provides uncompressed textures in png format (and optionally faction textures)&lt;br /&gt;
* Provides texture source files (GIMP, ...)&lt;br /&gt;
* Provides HUD png image with correct orientation&lt;br /&gt;
* Provides units.csv file entry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Model Requirements Details==&lt;br /&gt;
&lt;br /&gt;
==Visual Guidelines==&lt;br /&gt;
&lt;br /&gt;
For particular aesthetic guidelines, please see the [[Artstyle guides]] page. Please note that many of the existing models are used because of expedience, not because they fit well with VS canon (i.e. if you make something new look like what's there, it still might not be what we're looking for). If in doubt, please ask on the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=4 Artwork &amp;amp; Content Vetting forum]. &lt;br /&gt;
&lt;br /&gt;
To absolutely sure, for new models, please create a drawing of your proposed concept and let it be discussed and approved on the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=4 Artwork &amp;amp; Content Vetting forum].&lt;br /&gt;
&lt;br /&gt;
See also [[Development:Texture Guidelines]]&lt;br /&gt;
&lt;br /&gt;
==Model File Format==&lt;br /&gt;
The preferred format for submission (for public disbursement - whatever native format is used inside your favorite modeling suite is fortunately a non-issue) is currently Wavefront OBJ file format, as this is the most easily converted between manipulation (assorted modeling tools) and presentation (currently BFXM, later to be the OGRE .mesh format). Model &amp;quot;source&amp;quot; therefore, is, at present (Sep. 2008), most usefully uploaded as .OBJ.&lt;br /&gt;
&lt;br /&gt;
Until such a time as a visual model editing tool is completed, conversion to a game-ready format will likely pass through the .xmesh format for insertion of LOD references into top level mesh(es), correction of coordinate &amp;quot;handedness&amp;quot; (if the ordering of the coordinate axes is incompatible, as appears to happen with the output of some modeling tools).&lt;br /&gt;
&lt;br /&gt;
See [[HowTo:Add_Ships]] for information on using mesher to convert to a presentation format (such as BFXM). Note that an old utility, objconv, is '''not''' mesher, and should not be used for this task. Source files for the mesher utility are included along with VS source. Windows users may download updated mesher binaries from their SVN interface of choice (the binary will be in the \bin directory).&lt;br /&gt;
&lt;br /&gt;
==Polygon/Vertex Count==&lt;br /&gt;
In broadest terms, the desired polygon count for a particular model is dependent on three major factors: &lt;br /&gt;
*The amount of screen real-estate that the model is likely to be viewed at the majority of time that a user will be seeing it (i.e. a 2 meter long rocket doesn't deserve the same order of magnitude of attention to detail as a large base or vessel unless the rocket is expected to be mounted in front of a camera. Likewise, even at the same level of attention in terms of polygons per square meter, it would have far fewer total polygons.)&lt;br /&gt;
*The intrinsic surface complexity of the model. If one is modeling a box for freight cargo, one is not going to need as many polygons as if one needed to model one of the Vega Strike developers (not that we're necessarily model material ;-)). If you don't use enough polygons, no amount of texture magic can save a model from being ugly. That said, if you are modeling a cargo freight container and you use thousands of polygons, you're being negligent and wasteful of resources.&lt;br /&gt;
*Engine limitations. Engine limitations is a bit of a misnomer, as the performance of the graphical engine is more hardware dependent than anything else, but it's a good heading for lumping any non-artistic hurdles under. This is the most complicated of the three major factors, because it represents a moving target. Suffice it to say that in order to preserve playability on a broad range of systems, there is a premium placed on making a model aesthetically appropriate with the minimum number of polygons.&lt;br /&gt;
&lt;br /&gt;
Rough guideline:&lt;br /&gt;
*Fighter: 15k triangles&lt;br /&gt;
*Corvette: 30k tris&lt;br /&gt;
*Cruiserer: 60k&lt;br /&gt;
*Carrier: 120k&lt;br /&gt;
*Space station: 250k&lt;br /&gt;
&lt;br /&gt;
However, significant discression, and the possibility for using large numbers of polygons to prettify an object remain with the artist, provided they make appropriate use of [[Terminology:LODs|LODs]]. The primary focus needs to be on making a model aesthetically appropriate, for an intended common viewing distance, and then catering to the needs of the engine by introducing lower LODs (if necessary) and catering to artistic desires by introducing higher LODs (if appropriate). There is also an element of minor future proofing that occurs with providing a robust range of LOD poly counts - namely, multiple versions of the data set can be constructed targeted at different hardware points by shifting up or down along the LOD set (although this currently isn't bothered with, if and when we develop a true source repository for models and textures, this will likely become more common, as postprocessing of submitted art will become tenable).&lt;br /&gt;
&lt;br /&gt;
One more point to consider before attempting to set a polygon goal for a model is what the likely total contribution from all instances on screen of a given model will be - if the model represents something particularly rare, then it is likely that a few more polygons can easily be spared on its model than for more common objects of otherwise similar size, complexity, etc.&lt;br /&gt;
&lt;br /&gt;
Above all, use common sense - if it's visually hideous because it doesn't have enough polygons, it's not your top level model, and if it's in the 5 digit range for polygon count, it's not your lowest level LOD. Take into consideration how much screen real estate, based on the intended in-game size of the model (and if you don't have any idea how big it's supposed to be - you're doing something wrong already) the model will be taking up at various distances, and calibrate detail appropriately (this will become a much easier task once there is a visual modeling tool from the VS side) - to belabor the obvious, the difference between 500 polygons and 5000 gets somewhat obscured when the object is only drawn using 64 pixels. Note therefore that larger objects will often necessitate higher polygon counts merely because there's more of them to see.&lt;br /&gt;
&lt;br /&gt;
(Note that there is no need to continue adding LODs beyond a point of &amp;quot;diminishing artistic returns&amp;quot; - if adding more detail won't help, don't bother. If adding detail helps, but is too expensive to be practical, then it may still be worthwhile for later inclusion as hardware resources increase.)&lt;br /&gt;
&lt;br /&gt;
For small to moderate craft and installations, something along the lines of either of the following is not inappropriate:&lt;br /&gt;
&lt;br /&gt;
(Exponential Scaling)&lt;br /&gt;
*LOD 0 &amp;lt;= 500 tri's.&lt;br /&gt;
*LOD 1 &amp;lt;= 2000&lt;br /&gt;
*LOD 2 &amp;lt;= 4000&lt;br /&gt;
*LOD 3 &amp;lt;= 8000&lt;br /&gt;
*LOD 4 &amp;lt;= 16000&lt;br /&gt;
*LOD 5 &amp;gt;16000&lt;br /&gt;
&lt;br /&gt;
(Quadratic Scaling)&lt;br /&gt;
*LOD 0 &amp;lt;= 500 tri's.&lt;br /&gt;
*LOD 1 &amp;lt;= 2000&lt;br /&gt;
*LOD 2 &amp;lt;= 4500&lt;br /&gt;
*LOD 3 &amp;lt;= 8000&lt;br /&gt;
*LOD 4 &amp;lt;= 12500&lt;br /&gt;
*LOD 5 &amp;lt;= 18000&lt;br /&gt;
*LOD 6 &amp;gt;18000&lt;br /&gt;
&lt;br /&gt;
Larger models, such as capital vessels and large installations will likely follow a similar curve, but at a higher offset, due to increased size. Truly massive models should be partitioned into multiple meshes, each with its own set of LODs such that nearer portions of the model can be independently represented at higher LOD than more distant ones. Partitioning into multiple meshes may be preferable even for merely &amp;quot;largish&amp;quot; models so as to preserve reasonable correspondence between single pixels and the size of represented features when texturing.&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
&lt;br /&gt;
Texture maps should also be made accordingly, although clearly artistic integrity trivially trumps the following rough guideline (if you need more pixels, use them) and the appropriate texture size may depend greatly upon the size of the model.&lt;br /&gt;
&lt;br /&gt;
*LOD 1 128x128&lt;br /&gt;
*LOD 2 256x256&lt;br /&gt;
*LOD 3 512x512&lt;br /&gt;
*LOD 4 1024x1024&lt;br /&gt;
*LOD 5 and up having multiple 1024x1024 textures&lt;br /&gt;
&lt;br /&gt;
Be careful with ''texture lodding abuse''. Each LOD that uses its own texture will require more memory (video memory), and breaks batching between instances (slows down rendering of many instances of this model). Even so, texture lodding actually frees up memory most of the time, since only lesser versions are used in the distance. A general rule of thumb is to never have more than two or at most three versions of the same texture. Also take any opportunity to convert textures to greyscale when the color loss is not quite noticeable (most commonly with glow maps and specular maps).&lt;br /&gt;
&lt;br /&gt;
Likewise, for larger models, do not neglect the potential addition of detail textures.&lt;br /&gt;
&lt;br /&gt;
See also [[Development:Texture Guidelines]] and [[Development:Graphics_Requirements]].&lt;br /&gt;
&lt;br /&gt;
===Faction Textures===&lt;br /&gt;
&lt;br /&gt;
To include and successfully test faction textures in your data, you need to:&lt;br /&gt;
* set the corresponding vegastrike.config variable (&amp;lt;code&amp;gt;var name=&amp;quot;faction_dependant_textures&amp;quot; value=&amp;quot;1&amp;quot;&amp;lt;/code&amp;gt;).&lt;br /&gt;
* prefix default textures with the faction name, e.g. when your default texture is called &amp;quot;tex_000.texture&amp;quot;, to enable the faction texture for &amp;quot;pirates&amp;quot; you'll need to add the texture &amp;quot;pirates_tex_000.texture&amp;quot;.&lt;br /&gt;
* change configuration to one of the 2 highest computer modes (512M+1GB or 1024MB).&lt;br /&gt;
&lt;br /&gt;
==Shield and Collision Meshes==&lt;br /&gt;
Separate shield meshes are highly desirable. Shield meshes should also be done using LODs, although shield meshes should remain simple - that is, their top level meshes should not contain odious numbers of polygons for something that is only infrequently displayed.&lt;br /&gt;
&lt;br /&gt;
Collision meshes need not (and cannot) have LODs. For complex models, it is wise to provide a dumbed-down version of the model that reasonably approximates its shape - minor features and greebles can be safely removed, for instance - to improve performance on the physics engine. Polycount should be kept to a minimum, '''without sacrificing any major features''' of the top-level LOD. Very small vessels (or appropriately shaped ones) may opt to not specify a collision mesh, which will make the physics layer treat this mesh as a spherical object (most efficient).&lt;br /&gt;
&lt;br /&gt;
==HUD Image==&lt;br /&gt;
&lt;br /&gt;
Provides perspective view of the model oriented with the nose towards the left-bottom corner of the image.&lt;br /&gt;
The master image resolution should start at 256x256 pixels with transparency around the vessel.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
For an example of an entity that is composed of multiple meshes, uses LODs, and shield meshes, examine the Clydesdale. (Note that shield and collision meshes are specified in the units.csv file, not by the model.)&lt;br /&gt;
&lt;br /&gt;
=Model Creation=&lt;br /&gt;
&lt;br /&gt;
The first (and most enjoyable) job is to design and draw your model (the geometrical object) within your program.&lt;br /&gt;
&lt;br /&gt;
Feel free to use any modeling program, but it must be able to export models in either (Wavefront) .OBJ or (Vega Strike) .xmesh format. If you don't know where to start, see [[Links:3D Applications]] for a list of modeling software. [http://www.wings3d.com/ Wings 3D] is recommended for modeling beginners. [http://www.blender.org/ '''Blender'''] is the tool of choice for VS artistic community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Orientation==&lt;br /&gt;
First off, do yourself a favor and line your model up correctly before you begin. For the purposes of Vega Strike, Z+ is forwards and Y+ is up. The model's nose should be pointing forward along the Z+ axis (so that the Z+ axis would theoretically be visible from the cockpit). The mesh should also be properly centered.&lt;br /&gt;
Summing up:&lt;br /&gt;
* Z+ -&amp;gt; Forward direction&lt;br /&gt;
* Y+ -&amp;gt; Up direction&lt;br /&gt;
* Centered&lt;br /&gt;
&lt;br /&gt;
== Tutorials==&lt;br /&gt;
&lt;br /&gt;
{{warning_text |&lt;br /&gt;
| text='''Note:''' The tutorials overview is not complete. Many of the available tutorials have not yet been integrated into this page. Refer also to the [[HowTos|'''How-Tos Tutorials''']] page for additional tutorials.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; rules=&amp;quot;rows&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width:100%; text-align:center; background-color:#98b2ee&amp;quot; |&lt;br /&gt;
|'''Modeling Step&lt;br /&gt;
|'''Blender&lt;br /&gt;
|'''Wings3D&lt;br /&gt;
|-&lt;br /&gt;
| Create mesh&lt;br /&gt;
| -&lt;br /&gt;
| [[HowTo:Create Ships in Wings3D|Creating a 3D-model]]&lt;br /&gt;
|-&lt;br /&gt;
| Smoothing&lt;br /&gt;
| [[HowTo:Smooth Groups|Smoothing]]&amp;lt;br&amp;gt; [[HowTo:Weld|Smooth Welding]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Mesh cleanup&lt;br /&gt;
| [[HowTo:Bevel|Beveling]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Unwrapping&lt;br /&gt;
| [[HowTo:Unwrap_in_Blender|Unwrapping 1]]&amp;lt;br&amp;gt;[[HowTo:Unwrap|Unwrapping 2]] &amp;lt;br&amp;gt;[[HowTo:FullUnwrapBlender|Ship unwrap]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Radiosity Baking&lt;br /&gt;
| [[HowTo:Radiosity baking in Blender|Radiosity baking]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Exporting&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This articles are WIP, means still need to be reviewed and decided how to restructure them:&lt;br /&gt;
* [[HowTo:Create Cockpit in Wings3d|Creating a 3D cockpit for your ship.]]&lt;br /&gt;
* [[HowTo:Add LODs|Adding Levels of Detail]]&lt;br /&gt;
* [[HowTo:Add Ships|Adding your ship to Vega Strike]] - An overview of how to create and add ships to the game&lt;br /&gt;
* [[HowTo:Create Models]] - Links to forum discussions. Page will become generic model creation tutorial.&lt;br /&gt;
* Modeling Tutorials: [[HowTos#Modeling]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blender Basics===&lt;br /&gt;
* [[HowTo:Basic Blender Tutorial|A basic Blender3D tutorial]]: [http://www.cdschools.org/54223045235521/blank/browse.asp?A=383&amp;amp;BMDRN=2000&amp;amp;BCOB=0&amp;amp;C=55205 Blender Basics - 3rd Edition] - not specific to ships, though...&lt;br /&gt;
&lt;br /&gt;
===Wings3D Basics===&lt;br /&gt;
&lt;br /&gt;
===Other Software Basics===&lt;br /&gt;
&lt;br /&gt;
* [[HowTo:Model a Ship|Brad Mick's video tutorial on ship modeling]] - using Lightwave, but the concept is general: ''Rapid Prototyping''&lt;br /&gt;
&lt;br /&gt;
=Texture Creation=&lt;br /&gt;
&lt;br /&gt;
==Unwrapping==&lt;br /&gt;
&lt;br /&gt;
Please make non-overlapping UV unwraps for all future models. You can't bake a proper AO with overlapping islands.&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
&lt;br /&gt;
(general guidelines, tips, best practices, app specific tutorials, ...)&lt;br /&gt;
&lt;br /&gt;
* [http://netzwelt.gaming-hut.de/vegatexturing/ WIP VegaStrike texturing page by Major]&lt;br /&gt;
* [http://edice.netfirms.com/tuts/texturetut.htm Texturing tutorial by Duality]&lt;br /&gt;
&lt;br /&gt;
For the time being, you may wish to have a look at the corresponding [[Development:Texture_Guidelines|Texturing Guidelines]].&lt;br /&gt;
&lt;br /&gt;
* [[Development:Texture Guidelines|Guidelines for creating ship materials]]&lt;br /&gt;
&lt;br /&gt;
* [[HowTo:Add Per Pixel Lighting|Adding per-pixel lighting to your 3D model]]&lt;br /&gt;
* [[HowTo:IntroToShaders|Introduction to shaders, and what they mean for you]] --Bumpmaps, Normalmaps, Shininess maps ...&lt;br /&gt;
&lt;br /&gt;
* [[HowTo:Texture|Creating your own textures]] - A summary on how to make texture maps&lt;br /&gt;
* [[HowTo:Texture in Wings3d|Texturing your model in Wings 3d]]&lt;br /&gt;
* [[HowTo:SuperrealisticTexturing|Tips for realistic-looking textures]]&lt;br /&gt;
* [[HowTo:Make Animated Textures|Using animated textures on a model]]&lt;br /&gt;
* [http://wcpedia.com/dw/doku.php/wc_info/modding/texturing_noodle LaGrande Noodle]&lt;br /&gt;
* [http://wcpedia.com/dw/doku.php/wc_info/modding/ao_and_prt_bakes AO and PRT bakes, using Blender and xNormal]&lt;br /&gt;
&lt;br /&gt;
Please remember that good bump/normal maps save a lot of performance - triangle count can be cut by orders of magnitude. Example: does [http://www.3dtotal.com/index_gallery_detailed2.php?id=2642&amp;amp;cat=sci-fi this scene] look like 265 000 triangles total? When much more detailed objects are baked into normalmaps, we may guess which parts are actually flat, but not see it. Even what seemed to be minor shortcomings in UV mapping from afar may become more realistic when close enough (the left pole).&lt;br /&gt;
&lt;br /&gt;
=Integration and Testing=&lt;br /&gt;
&lt;br /&gt;
Using UnitConverter to convert all files and edit the model stats for Vega Strike:&lt;br /&gt;
[[Development:Tools:UnitConverter]]&lt;br /&gt;
&lt;br /&gt;
===Object Marker===&lt;br /&gt;
In order to automatically create turret mounts, gun mounts, and engine thrusters placements in units.csv, please use the following marker:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/cinemut/gunmountmarker.jpg&lt;br /&gt;
&lt;br /&gt;
The shape is 1 units wide in X, 2 units tall in Y, 4 units long in Z. Four vertices in total. The center between the two vertices on X is the origin; the vertex on Z marks the forward direction; the vertex on Y marks the up direction.&lt;br /&gt;
The exported object names are ready and the forward and up directions are calculated from the marker dimensions. Thus, we don't need to worry about mesh rotations; we can deduce mesh rotation from the marker.&lt;br /&gt;
&lt;br /&gt;
The dock marker for docking ports is an exception, since the docking square in game is always rendered facing the player, so the orientation doesn't really matter and only the center matters for the docking port position. &lt;br /&gt;
&lt;br /&gt;
[author:chuck_starchaser]&lt;br /&gt;
* Here's the marker blend file (you could load and save as the default blender start):&lt;br /&gt;
** [http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/modtools/UnitConverter/helper/mount_helper.blend?view=log ''modtools/UnitConverter/helper/mount_helper.blend'']&lt;br /&gt;
* Starts with a marker smack in the middle.&lt;br /&gt;
* You can move it to another layer, later duplicate it as needed to place copies at key locations.&lt;br /&gt;
* You can also import the marker into another blend file:&lt;br /&gt;
** Open whatever.blend, go to File -&amp;gt; Append Or Link&lt;br /&gt;
** Navigate to where UnitConverter/helper/mount_helper.blend is.&lt;br /&gt;
* Go to the &amp;quot;Objects&amp;quot; folder, and click on the &amp;quot;Marker&amp;quot; object.&lt;br /&gt;
* To duplicate an object, in object mode, select and shift-D.&lt;br /&gt;
* To rename your duplicated object, hit F9 and, towards the left, where it says OB:Marker click in the middle of it and then type &amp;quot;turret_heavy_0&amp;quot; or whatever.&lt;br /&gt;
* copy all markers to layer 2&lt;br /&gt;
* select layer 2&lt;br /&gt;
* select all markers with the A key&lt;br /&gt;
* export to obj using Edges, Objects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/albums/WIPs-and-Concept-Art/mounts_20080911.jpg&lt;br /&gt;
&lt;br /&gt;
The above image shows the markers set as the centers of engine thrusts.&lt;br /&gt;
&lt;br /&gt;
It is advisable to group the marker objects into a group called &amp;quot;marker&amp;quot;. You are required to export all the markers into one obj file that needs to contain the name &amp;quot;marker&amp;quot; in it (letter case is unimportant, it can be &amp;quot;marker&amp;quot;, or &amp;quot;Marker&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Object Helper naming convention: ''type_subtype_identifier''&lt;br /&gt;
&lt;br /&gt;
with type:&lt;br /&gt;
* pilot (currently unused)&lt;br /&gt;
* mount (currently unused)&lt;br /&gt;
* turret&lt;br /&gt;
* subunit&lt;br /&gt;
* engine&lt;br /&gt;
* dock&lt;br /&gt;
&lt;br /&gt;
and subtype being optional (convention tbd),&lt;br /&gt;
and identifier being either a number or a description and optional.&lt;br /&gt;
&lt;br /&gt;
You may define for example:&lt;br /&gt;
* dock&lt;br /&gt;
* dock_auto_20&lt;br /&gt;
* mount_lightmedium_0&lt;br /&gt;
* turret_capmissile_frontleft&lt;br /&gt;
* subunit_1&lt;br /&gt;
* engine_retro_left&lt;br /&gt;
&lt;br /&gt;
===Exporting to OBJ===&lt;br /&gt;
&lt;br /&gt;
===Updating Stats===&lt;br /&gt;
* [[HowTo:Add Descriptions|Putting ship and goods descriptions into the game]]&lt;br /&gt;
* [[HowTo:Edit master_part_list.csv|Editing the Master_part_list.csv file]]&lt;br /&gt;
&lt;br /&gt;
=Submission and Vetting=&lt;br /&gt;
&lt;br /&gt;
=Technical Reference=&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
* [[HowTo:Edit BFXM files|Editing BFXM files (format spec)]]&lt;br /&gt;
* [[HowTo:Edit XMESH files|Editing the xmesh file of a ship]]&lt;br /&gt;
* [[HowTo:Edit units.csv|Editing units.csv]]&lt;br /&gt;
* [[HowTo:Add Engine Glow|Adding an engine glow to your 3D model]]&lt;br /&gt;
&lt;br /&gt;
==Scripts and Tools==&lt;br /&gt;
&lt;br /&gt;
See [[Development:Scripts_%26_Tools|Scripts &amp;amp; Tools]]&lt;br /&gt;
* [[HowTo:Add_Ships#New_method|mesher converter obj &amp;lt;-&amp;gt; bfxm &amp;lt;-&amp;gt; xmesh]]&lt;br /&gt;
* [[Development:Tools:UnitConverter|UnitConverter]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
* [http://wcpedia.com/dw/doku.php/wc_info/modding/index WCpedia Modeling Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development|Model Guidelines]]&lt;br /&gt;
[[Category:Modeling|Model Guidelines]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=19650</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=19650"/>
				<updated>2014-02-15T09:51:38Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &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/file] - The location of HQ textures directory, if any.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''UnitCSV'''&amp;lt;/code&amp;gt; [string/file] - The location of units.CSV dile.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;modunits.csv&amp;quot;&amp;lt;/code&amp;gt;&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&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== Base computer ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''high_quality_font_computer'''&amp;lt;/code&amp;gt; [boolean] - Which font type to use for base computer (font.cpp).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - uses stroke font&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; - uses bitmap font&lt;br /&gt;
** =&amp;lt;code&amp;gt;'''high_quality_font'''&amp;lt;/code&amp;gt; =&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;(default)&lt;br /&gt;
* &amp;lt;code&amp;gt;'''open_picker_categories'''&amp;lt;/code&amp;gt; [boolean] - Expands all categories in base computer.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - expands all categories by default.&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 expand the categories.&lt;br /&gt;
&lt;br /&gt;
==== Weapons and shields ====&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, Bolt (only) effects will appear stretched to this fraction of the distance they traveled since the last calculation, compensating for Length - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame.&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 mount models. Mounts with '''xyscale'''=0 or '''zscale'''=0 (in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) are not drawn anyway.&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;
** {{Fixme}} Most need extra setup - renaming (or symlinking) to weapon names. Razor needs resizing (20x times) and some shift, this thing's about the size of Gawain!&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_xyscale'''&amp;lt;/code&amp;gt; [float] - Scaling of mount models, lateral.&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;'''weapon_zscale'''&amp;lt;/code&amp;gt; [float] - Scaling of mount models, longitudal.&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;'''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;'''tractor.scoop'''&amp;lt;/code&amp;gt; [boolean] - Turns on &amp;quot;scooping cone&amp;quot; tractor beams. {{Fixme}} Currently is ''not'' the same as in &amp;lt;code&amp;gt;physics/'''tractor.scoop'''&amp;lt;/code&amp;gt; - this one affects drawing, so you need both.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; No cone, tractor/repulsor beams are processed just like normal beams.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop cone. Corresponds to &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&amp;lt;/code&amp;gt;, but is separate from it.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_alpha_multiplier'''&amp;lt;/code&amp;gt; [float] {{Fixme}} .&lt;br /&gt;
** &amp;lt;code&amp;gt;2.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_long_slices'''&amp;lt;/code&amp;gt; [integer] - Number of slices in a scoop beam cone.&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;'''tractor.scoop_rad_slices'''&amp;lt;/code&amp;gt; [integer] - Number of slices in a scoop beam cone. Must be odd.&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;
&lt;br /&gt;
==== Death ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''show_respawn_text'''&amp;lt;/code&amp;gt; - Prints the fixed text &amp;quot;&amp;lt;span style=&amp;quot;color:#ff5555&amp;quot;&amp;gt;You Have Died!&amp;lt;/span&amp;gt; Press &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;;&amp;lt;/span&amp;gt; (semicolon) to respawn Or Press &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;Esc and 'q'&amp;lt;/span&amp;gt; to quit&amp;quot;. Mostly obsolete due to death screen.&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;'''death_scene_time'''&amp;lt;/code&amp;gt; [float] - Death screen delay (i.e. how long you get to see scattering fragments of your ship).&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''death_menu_script'''&amp;lt;/code&amp;gt; [string/file] - Python script to be executed after &amp;lt;code&amp;gt;'''death_scene_time'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If empty, show &amp;quot;died.sprite&amp;quot;, or if this fails, &amp;quot;died.spr&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Views ====&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;'''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_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;'''draw_cockpit_from_chase_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_panning_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Pan view. HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_target_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Target view. HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_padlock_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Padlock (Pan Inside) view (&amp;quot;Cockpit::ViewTarget&amp;quot; command). HUD-only cockpit doesn't add much without VDUs.&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;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). If used, the only differences are lack of crosshair and view slightly shifted down (as camera is on top of and behind the ship).&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;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Pan view.&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;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Target view.&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;'''draw_vdus_from_padlock_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Padlock view - same as Pan Inside (&amp;quot;Cockpit::ViewTarget&amp;quot; command).&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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== warp graphics ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''only_stretch_in_warp'''&amp;lt;/code&amp;gt; [boolean] - Don't stretch ship models if not in warp.&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;'''warp_stretch_cutoff'''&amp;lt;/code&amp;gt; [float] - Don't stretch ship models if below this velocity. Show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; when velocity raises above this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;500000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;'''warp_stretch_decel_cutoff'''&amp;lt;/code&amp;gt; [float] - Show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; when velocity drops below this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;500000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;'''warp_stretch_max_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&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;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt; [float] - Chooses a different warp stretch formula when velocity is above this.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;240000&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;'''warp_stretch_max'''&amp;lt;/code&amp;gt; [float] - Maximum stretch above &amp;lt;code&amp;gt;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;2&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;'''warp_stretch_region0_max'''&amp;lt;/code&amp;gt; [float] - Maximum stretch up to &amp;lt;code&amp;gt;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt;.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; [string/file] - Animation to show on passing velocity threshold &amp;lt;code&amp;gt;'''warp_stretch_cutoff'''&amp;lt;/code&amp;gt; (up) or &amp;lt;code&amp;gt;'''warp_stretch_decel_cutoff'''&amp;lt;/code&amp;gt; (down).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;warp.ani&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_ani_second_ahead'''&amp;lt;/code&amp;gt; [float] - How far ahead to show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; on acceleration.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_ani_second_ahead_end'''&amp;lt;/code&amp;gt; [float] - How far ahead to show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; on deceleration.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.03&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== startup ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''default_boot_message'''&amp;lt;/code&amp;gt; [string] - Boot message.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''initial_boot_message'''&amp;lt;/code&amp;gt; [string] - Falls back to this if &amp;lt;code&amp;gt;graphics/default_boot_message&amp;lt;/code&amp;gt; is empty.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;Loading...&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''splash_screen'''&amp;lt;/code&amp;gt; [string/file] - Splash screen collection .ani file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;vega_splash.ani&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''splash_audio'''&amp;lt;/code&amp;gt; [string/file] - Sound to play during splash screens.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''main_menu'''&amp;lt;/code&amp;gt; [boolean] - Whether to display the main menu upon boot. Single player game / Multiplayer game / Exit. Missions and thus custom main menu is loaded after that.&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;'''startup_cockpit_view'''&amp;lt;/code&amp;gt; [string] - The view chosen on start.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;front&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;view_target&amp;quot; | &amp;quot;back&amp;quot; | &amp;quot;chase&amp;quot;&amp;lt;/code&amp;gt; - other valid choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== miscellaneous ====&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;'''cockpit_shake'''&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;'''cockpit_shake_max'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;20&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_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;'''shake_limit'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''shake_magnitude'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cockpit_drift_limit'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cockpit_drift_amount'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;0.15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;0.05&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;'''cockpit_drift_ref_accel'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_magnitude'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;0.125&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_ref'''&amp;lt;/code&amp;gt; [float] - Clamped to &amp;gt;=1. {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&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;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - default reflection level, in range 0.0 - 1.0 (1.0 = very shiny)&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;'''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;'''high_quality_font'''&amp;lt;/code&amp;gt; [boolean] - Which font type to use for the HUD (hud.cpp). Standard setup depends on the video card choice.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  - uses stroke font&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; - uses bitmap font&lt;br /&gt;
* &amp;lt;code&amp;gt;'''show_stardate'''&amp;lt;/code&amp;gt; [boolean] - Shows star date in base computer and cargo manifest. &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; - shows star date.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - does not show star date.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''generic_cargo_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected cargo (upgrades). In degrees per second(?).&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;'''cargo_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected cargo (normal). In degrees per second(?).&lt;br /&gt;
** &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected generic cargo (pilot). In degrees per second(?).&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;'''cargo_rotates_at_same_speed'''&amp;lt;/code&amp;gt; [boolean] - {{FIXME}}&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;'''only_scanner_modes_static'''&amp;lt;/code&amp;gt; [boolean] - Static appearing on VDU when damaged is limited to modes Comm, TargetManifest, Target, Nav, View and Webcam.&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;'''draw_docking_boxes'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw docks.&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;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw nav symbol if the target is: a Neutral unit or asteroid or out of range or a celestial object with lights or a jump point (only when &amp;lt;code&amp;gt;'''draw_jump_target_nav_symbol'''&amp;lt;/code&amp;gt;=true). {{FIXME}} Does it even work now?&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;'''draw_jump_target_nav_symbol'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw nav symbol Does anything only if &amp;lt;code&amp;gt;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt;=true. {{FIXME}} Does it even work now?&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;'''lock_significant_target_box'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw lock-box around &amp;quot;significant&amp;quot; targets. Used in cases when &amp;lt;code&amp;gt;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt; isn't.&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; - Target boxes around stations are drawn normally.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Target boxes around stations are always &amp;quot;not locked&amp;quot; even if player's missiles are.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''nav_symbol_size'''&amp;lt;/code&amp;gt; [float] - Nav symbol size. {{FIXME}} Does it even work now?&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''locklight_time'''&amp;lt;/code&amp;gt; [float] - Time to light &amp;quot;Lock&amp;quot; and &amp;quot;Missile Lock&amp;quot; gauges.&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;'''damage_flash_length'''&amp;lt;/code&amp;gt; [float] - Damage flash time.&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;'''flash_behind_hud'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw the damage flash behind or before HUD.&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;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt; [boolean] - Currently a duplicate, use the one in &amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt; instead.&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; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&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;'''UnitSwitchCockpitChange'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;SwitchControl&amp;lt;/small&amp;gt; command changes the cockpit (to appropriate for the new unit, if  &amp;lt;code&amp;gt;'''SwitchCockpitToDefaultOnUnitSwitch'''&amp;lt;/code&amp;gt; is &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;&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;'''SwitchCockpitToDefaultOnUnitSwitch'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;SwitchControl&amp;lt;/small&amp;gt; command changes the cockpit to default.&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;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;'''comm_static'''&amp;lt;/code&amp;gt; [string/file] - Comm static .ani file.&lt;br /&gt;
** &amp;lt;code&amp;gt;static.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;'''can_target_sun'''&amp;lt;/code&amp;gt; [boolean] - Whether stars can be targetted. They don't appear in lists, so only with Pick Target.&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;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;'''can_target_asteroid'''&amp;lt;/code&amp;gt; [boolean] - Whether asteroids can be targetted.&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;'''can_target_cargo'''&amp;lt;/code&amp;gt; [boolean] - Whether cargo can be targetted as units.&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;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;'' Nothing in SVN code.&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;
* &amp;lt;code&amp;gt;'''smooth_lines'''&amp;lt;/code&amp;gt; [boolean] - Whether to smooth while drawing lines.&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;'''smooth_points'''&amp;lt;/code&amp;gt; [boolean] - Whether to smooth while drawing points.&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;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarRange'''&amp;lt;/code&amp;gt;  [float] - Default radar range.&lt;br /&gt;
** &amp;lt;code&amp;gt;20000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;30000000000&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;'''radarType'''&amp;lt;/code&amp;gt; [string] {{Fixme}} - It was completely disabled lately.&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;'''display_warp_energy_if_no_jump_drive'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;WARPENERGY&amp;lt;/small&amp;gt; gauge should be displayed when the ship has no jump drive.&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;'''display_relative_velocity'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;KPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;SETKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXCOMBATKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXCOMBATABKPS&amp;lt;/small&amp;gt; gauges show relative velocity.&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;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [boolean] - 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;'''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  (&amp;quot;Cockpit::Behind&amp;quot; command, 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;'''crosshairs_on_chasecam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw crosshairs in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). Note that crosshairs are noticeably displaced.&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;'''crosshairs_on_padlock'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw crosshairs in Padlock (Pan Inside) view (&amp;quot;Cockpit::ViewTarget&amp;quot; command). {{Fixme}} In the current form, not very useful, since by definition it's centered on the target - and drags crosshairs with it, instead of using them to indicate course and weapons' aim.&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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line (from the target to its ITTS marker).&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;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. {{FIXME}} Currently starts at the selected target's center and extends toward some fixed point. Allows drawLineToTargetsTarget.&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;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your target and its target, if  &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; is enabled. {{FIXME}} Currently does the same as drawLineToTarget.&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;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [boolean] - Does not seem to work (on 7th March 2004). {{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;
* &amp;lt;code&amp;gt;'''text_background_alpha'''&amp;lt;/code&amp;gt; [float] - Sets the opacity of text on the hud display&lt;br /&gt;
** &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; - any positive value between 0.0 (complete transparency) and 1.0 (no trasparency)&lt;br /&gt;
** &amp;lt;code&amp;gt;0.0625&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NavCrossLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of navigation symbols.&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;'''no_auto_light_below'''&amp;lt;/code&amp;gt;  [float] - Don't light &amp;lt;small&amp;gt;AUTOPILOT&amp;lt;/small&amp;gt; gauge if closer than this.&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&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_rendered_crosshairs'''&amp;lt;/code&amp;gt; - Currently duplicated in &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;, but this one overrides.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&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_rendered_crosshairs'''&amp;lt;/code&amp;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;'''debug_position'''&amp;lt;/code&amp;gt; [boolean] - Prints data about the player's ship and target position and velocity.&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;'''draw_weapon_sprite'''&amp;lt;/code&amp;gt; [boolean] - Draw mount locations (in cylindrical projection), over the ship's picture on VDU.&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;
==== Target Boxes ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''BoxLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of target boxes.&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;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt; [boolean] - 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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display.&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;'''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;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt; [boolean] - Display every unit (but not planets / jumps) in boxes.&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; - Only selected target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt; [float] - Minimum target box size.&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;&lt;br /&gt;
&lt;br /&gt;
==== Tactical Target Box ====&lt;br /&gt;
It's drawn on the player's flightgroup target, as given by orders &amp;quot;Defend my target&amp;quot;/&amp;quot;Attack my target&amp;quot;. Or &amp;quot;Form Up&amp;quot;, if you switch ships and look at the one which gave the order.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTacticalTarget'''&amp;lt;/code&amp;gt; [boolean] -  {{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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetThickness'''&amp;lt;/code&amp;gt;  [float] - Line thickness.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetFoci'''&amp;lt;/code&amp;gt;  [float] - How far out middle point of X-lines are.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; centered at the target box's corners.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetLength'''&amp;lt;/code&amp;gt;  [float] - X-lines length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== lock: common ====&lt;br /&gt;
All sizes are relative to the target box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of locking diamond.&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;'''min_lock_box_size'''&amp;lt;/code&amp;gt; [float] - Minimum lock target box size.&lt;br /&gt;
** &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MaxMissileBracketSize'''&amp;lt;/code&amp;gt; [float] - Maximum locking reticle size.&lt;br /&gt;
** &amp;lt;code&amp;gt;2.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MinMissileBracketSize'''&amp;lt;/code&amp;gt; [float] - Minimum locking reticle size.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketSize'''&amp;lt;/code&amp;gt; [float] - Locking reticle brackets (corners/T-arrows) size.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.58&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''LockCenterCrosshair'''&amp;lt;/code&amp;gt; [boolean] - Locking reticle is with the converging crosshair.&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; - Rotating corners converge on the target box, diamond.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Crosshair T-arrows on 4 sides of the target box and stay there.&lt;br /&gt;
&lt;br /&gt;
==== lock reticle: diamond, corners ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondSize'''&amp;lt;/code&amp;gt; [float] - Locking diamond size.&lt;br /&gt;
** &amp;lt;code&amp;gt;2.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondRotationSpeed'''&amp;lt;/code&amp;gt; [float] - Locking diamond rotation.&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;'''LockConfirmLineLength'''&amp;lt;/code&amp;gt;  [float] - Length of the side lines on confirmed lock.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== lock reticle: crosshair arrows ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketWidth'''&amp;lt;/code&amp;gt; [float] - Width of sides for T-arrows.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketInner'''&amp;lt;/code&amp;gt; [boolean] - &amp;quot;T&amp;quot; crossline is on the inner side of converging crosshair reticle.&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;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Sound'''&amp;lt;/code&amp;gt; [boolean] - Sound on.&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;'''Volume'''&amp;lt;/code&amp;gt; [float] - Default volume.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Music'''&amp;lt;/code&amp;gt; [boolean] - Music on.&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;'''music_layers'''&amp;lt;/code&amp;gt; [integer] - Layers.&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;'''music_volume'''&amp;lt;/code&amp;gt; [float] - Default volume.&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;'''music_volume_up_latency'''&amp;lt;/code&amp;gt; [float] - Volume up latency.&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_volume_down_latency'''&amp;lt;/code&amp;gt; [float] - Volume down latency.&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;'''music_muting_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade-out.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_muting_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade-in. {{FIXME}} Should have a separate variable, of course.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_fadein'''&amp;lt;/code&amp;gt; [float] - Fade in. (sound server)&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;'''music_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade out. (sound server)&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;'''cross_fade_music'''&amp;lt;/code&amp;gt; [boolean] - Cross-fading on track change.&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;'''pierce_firewall'''&amp;lt;/code&amp;gt; [boolean] - Sound server pipes.&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;'''frequency'''&amp;lt;/code&amp;gt; [integer] - Sampling frequency.&lt;br /&gt;
** &amp;lt;code&amp;gt;48000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MaxSingleSounds'''&amp;lt;/code&amp;gt; [integer] - Number of channels.&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;'''MaxTotalSounds'''&amp;lt;/code&amp;gt; [integer] - Number of channels.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''sound_gain'''&amp;lt;/code&amp;gt; [float] - Default sound gain.&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Positional'''&amp;lt;/code&amp;gt; [boolean] - Positional sound.&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;'''Doppler'''&amp;lt;/code&amp;gt; [boolean] - Doppler effect.&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;'''DopplerScale'''&amp;lt;/code&amp;gt; [float] - Doppler effect scaling.&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; {{FIXME}}&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; in different places&lt;br /&gt;
&lt;br /&gt;
===context music===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''newssong'''&amp;lt;/code&amp;gt; [string/file] - News (base computer) tune.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/news1.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''missionvictorysong'''&amp;lt;/code&amp;gt; [string/file] - Mission accomplished.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/victory.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loading_sound'''&amp;lt;/code&amp;gt; [string/file] - Loading tune.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/loading.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cache_songs'''&amp;lt;/code&amp;gt; [string/file] - Default pre-cached track. {{FIXME}}&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/land.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''battleplaylist''', '''peaceplaylist''', '''panicplaylist''', '''victoryplaylist''', '''lossplaylist'''&amp;lt;/code&amp;gt; [string/file] - The background music playlists for contexts.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;battle.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;peace.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;panic.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;victory.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;loss.m3u&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shuffle_songs'''&amp;lt;/code&amp;gt; [boolean] - Randomize playlists.&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;'''shuffle_songs.history_depth'''&amp;lt;/code&amp;gt; [float] - Shuffling parameter.&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;'''shuffle_songs.clear_history_on_list_change'''&amp;lt;/code&amp;gt; [boolean] - Shuffling parameter.&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;'''dj_script'''&amp;lt;/code&amp;gt; [string/file] - Python script.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;modules/dj.py&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===event sounds===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_ref_distance'''&amp;lt;/code&amp;gt; [float] - Base distance to sound sources.&lt;br /&gt;
** &amp;lt;code&amp;gt;4000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_max_distance'''&amp;lt;/code&amp;gt; [float] - Maximum distance to sound sources.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_cutoff_distance'''&amp;lt;/code&amp;gt; [float] - Maximum range of sound events.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''high_quality_weapon'''&amp;lt;/code&amp;gt; [boolean] - Weapon sounds are processed separately and don't drown each other, for the player's ship, when in cockpit.&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;'''ai_high_quality_weapon'''&amp;lt;/code&amp;gt; [boolean] - Weapon sounds are processed separately and don't drown each other, for NPC units.&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;'''ai_sound'''&amp;lt;/code&amp;gt; [boolean] - NPC units sound.&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;'''max_range_to_hear_weapon_fire'''&amp;lt;/code&amp;gt; [float] - Maximum distance for weapon sounds.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gain'''&amp;lt;/code&amp;gt; [float] - Weapon sounds gain, for the player's ship, when in cockpit.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''exterior_weapon_gain'''&amp;lt;/code&amp;gt; [float] - Weapon sounds gain.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''min_weapon_sound_refire'''&amp;lt;/code&amp;gt; [float] - Weapon sounds repeating period low cap.&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;'''explosion_closeness'''&amp;lt;/code&amp;gt; [float] - {{FIXME}}&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''automatic_docking_zone'''&amp;lt;/code&amp;gt; [string/file] - Auto landing. It's played as a positioned event unlike the rest of landing sounds in &amp;lt;code&amp;gt;cockpitaudio/&amp;lt;/code&amp;gt; section which are queried as cockpit sounds. {{Fixme}} Currently played with probability 0.5 instead of &amp;lt;code&amp;gt;cockpitaudio/docking_complete&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;automatic_landing_zone.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''damage_factor_for_sound'''&amp;lt;/code&amp;gt; [float] - How much of damage to armor should be done to make a sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''buzzing_needs_afterburner'''&amp;lt;/code&amp;gt; [boolean] - Engine sound: with afterburner only / always.&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;'''afterburner_gain'''&amp;lt;/code&amp;gt; [float] - Engine sound gain.&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;'''buzzing_time'''&amp;lt;/code&amp;gt; [float] - Buzzing-by period.&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;'''buzzing_distance'''&amp;lt;/code&amp;gt; [float] - Buzzing-by distance. If another unit flies closer than this, a buzz is produced.&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;
{{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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_tractor_cargo'''&amp;lt;/code&amp;gt; [string/file] - Play when cargo is tractored in by the ship.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;tractor_onboard.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_tractor_cargo_fromturret'''&amp;lt;/code&amp;gt; [string/file] - Played when cargo is tractored in by the ship's subunit.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;tractor_onboard.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jumpleave'''&amp;lt;/code&amp;gt; [string/file] - Played when jumping.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jumparrive'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_armor_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;bigarmor.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_hull_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;bigarmor.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_shield_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;shieldhit.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_afterburner'''&amp;lt;/code&amp;gt; [string/file] - Afterburner buzz sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx10.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking'''&amp;lt;/code&amp;gt; [string/file] - Locking-in-progress sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locking.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_torp'''&amp;lt;/code&amp;gt; [string/file] - The same, but for weapons with &amp;quot;SPECIALMISSILE&amp;quot; mount flag.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locking.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_trumps_music'''&amp;lt;/code&amp;gt; [boolean] - Mutes music. With comment &amp;quot;//enables spiffy wc2 torpedo music, default to normal though&amp;quot;.&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;'''locking_torp_trumps_music'''&amp;lt;/code&amp;gt; [boolean] - Again, the same for weapons with &amp;quot;SPECIALMISSILE&amp;quot; mount flag.&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;'''locked'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locked.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== default unit sounds ====&lt;br /&gt;
Default values for Sound column in units.csv or XML unit file. {{FIXME}} There are obvious flaws in current &amp;lt;code&amp;gt;unit_xml.cpp&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unit_csv.cpp&amp;lt;/code&amp;gt;, from multi-purpose variables to names discrepancy, to absent default files.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx09.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; shieldhit&lt;br /&gt;
* &amp;lt;code&amp;gt;'''armor'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx08.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; armorhit&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx08.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; hullhit&lt;br /&gt;
* &amp;lt;code&amp;gt;'''explode'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; jump&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;explosion.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; explode&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cloak'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; cloak&lt;br /&gt;
* &amp;lt;code&amp;gt;'''afterburner'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx10.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; engine&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_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;
&lt;br /&gt;
=== startup ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pitch'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&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;'''roll'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&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;'''yaw'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&lt;br /&gt;
** =&amp;lt;code&amp;gt;'''roll'''&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''galaxy'''&amp;lt;/code&amp;gt; [string/file] - Game universe, galaxy definition file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;milky_way.xml&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''default_mission'''&amp;lt;/code&amp;gt; [string/file] - Default mission pathname.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;test/test1.mission&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;main_menu.mission&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''load_last_savegame'''&amp;lt;/code&amp;gt; [boolean] - Loads the savegame on start. Single-player only.&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;
=== miscellanneous ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''remove_impossible_downgrades'''&amp;lt;/code&amp;gt; [boolean] - {{FIXME}}&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;'''PercentageSpeedChangeToFaultSearch'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Related to minimum course deviation to scramble cargo manifest.&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;'''dockingtime'''&amp;lt;/code&amp;gt; [float] - How long the landing clearance stays.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''fuel_docking_fee'''&amp;lt;/code&amp;gt; [float] - If a ship is refueled due to &amp;lt;code&amp;gt;physics/'''MinimumWarpCapToRefuelDockeesAutomatically'''&amp;lt;/code&amp;gt;, take this much credits.&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;'''docking_fee'''&amp;lt;/code&amp;gt; [float] - Take this much credits upon landing.&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== communication ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''CommResponseTime'''&amp;lt;/code&amp;gt; [float] - An average time of communication message processing.&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;&amp;gt; 0.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(enforced minimum)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''talking_faster_helps'''&amp;lt;/code&amp;gt; [boolean]&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; - Spamming messages helps to adjust relations.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Unit will not react if it did not answer previous messages.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''talk_relation_factor'''&amp;lt;/code&amp;gt; [float] - The multiplier for relation adjustments from communications.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''can_dock_to_enemy_base'''&amp;lt;/code&amp;gt; [boolean] - Allows docking to bases even if below &amp;lt;code&amp;gt;min_docking_relationship&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_docking_relationship'''&amp;lt;/code&amp;gt; [float] - Can't dock if the receiving ship's relation with visitor is worse than this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;-.002&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DockedToScript'''&amp;lt;/code&amp;gt; [string/file] - Python script executed every time an unit docks, with the docking ship as &amp;lt;small&amp;gt;ScratchUnit&amp;lt;/small&amp;gt; and the base as its target.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dock_to_area'''&amp;lt;/code&amp;gt; [boolean] - Docking doesn't fail.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts actually perform depends on these parameters.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt; [boolean] - Hardcoded AI scripts are allowed to use afterburner for most basic maneuvers.&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;'''use_afterburner_to_follow'''&amp;lt;/code&amp;gt; - Hardcoded AI scripts are allowed to use afterburner to approach the target in maneuvers such as ''&amp;lt;code&amp;gt;AfterburnTurnTowards[ITTS]&amp;lt;/code&amp;gt;''. The afterburner should be also allowed in &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt; for sub-maneuvers.&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;'''use_afterburner_to_run'''&amp;lt;/code&amp;gt; - Hardcoded AI scripts are allowed to use afterburner to run away via &amp;lt;code&amp;gt;AfterburnTurnAway&amp;lt;/code&amp;gt; maneuver. {{FIXME}} Currently seems to be defunct: will try to afterburn anyway if the afterburner is allowed by &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt;, but uses an order that will not afterburn if prohibited by &amp;lt;code&amp;gt;'''use_afterburner'''&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''evasion_angle'''&amp;lt;/code&amp;gt; [float] - The angle AI turns while evading, via &amp;lt;code&amp;gt;EvadeWavy&amp;lt;/code&amp;gt; maneuver.&lt;br /&gt;
** &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_distance'''&amp;lt;/code&amp;gt; [float] - The common multiplier for distances (also proportional to the sum of the unit's and target's sizes) in &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt; orders.&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;'''loop_around_destination_distance'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;20.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_destination_vertical'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_destination_lateral'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_range_percent_ok'''&amp;lt;/code&amp;gt; [float] - Multiplier to the gun range affecting the preferred distance for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FacePerpendicular&amp;lt;/code&amp;gt;. &lt;br /&gt;
** &amp;lt;code&amp;gt;0.66&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_pursuit_velocity_percent'''&amp;lt;/code&amp;gt; [float] - Velocity adjustment rate for orders &amp;lt;code&amp;gt;LoopAround&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FacePerpendicular&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''roll_order_duration'''&amp;lt;/code&amp;gt; [float] - Duration of steering to the max done by the orders &amp;lt;code&amp;gt;RollLeftHard&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;RollRightHard&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== relations ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''kill_factor'''&amp;lt;/code&amp;gt; [float] - How much relations with a faction is affected by killing their units.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''friend_factor'''&amp;lt;/code&amp;gt; [float] - How much relations with a faction is affected by killing other units (proportional to their relations).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SPEC autopilot ====&lt;br /&gt;
A lot of thing may happen when the player presses &amp;quot;ASAP&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_cone'''&amp;lt;/code&amp;gt; [float] (dot product) - How close the ship should be aimed to the destination's direction to engage SPEC.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_energy_to_enter_warp'''&amp;lt;/code&amp;gt; [float] (warp cap units) - Minimum of warp capacitor energy at which ship will engage SPEC when traveling to a destination.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.33&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''match_velocity_of_pursuant'''&amp;lt;/code&amp;gt; [boolean] - Whether trying to engage SPEC autopilot will double as a command to match speed.&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;'''match_velocity_cone'''&amp;lt;/code&amp;gt; [float] (dot product) - How far the ship should be aimed from the destination's direction to try and match velocity under &amp;lt;code&amp;gt;match_velocity_of_pursuant&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;-0.8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''too_close_for_warp_tactic'''&amp;lt;/code&amp;gt; [float] (m) - How far the target should be to warrant trying warp - the hard limit. {{FIXME}} Except it's broken and &amp;lt;code&amp;gt;too_close_for_warp_in_formation&amp;lt;/code&amp;gt; is mostly used instead whether it should be or not.&lt;br /&gt;
** &amp;lt;code&amp;gt;13000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''too_close_for_warp_in_formation'''&amp;lt;/code&amp;gt; [float] (m) - How far the target should be to warrant trying warp when pursuing a ship - the hard limit.&lt;br /&gt;
** &amp;lt;code&amp;gt;1500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_allowable_travel_time'''&amp;lt;/code&amp;gt; [float] (s) - Used to determine whether it's worth warping to. If the distance to the destination can be covered in this many seconds on the ship's maximum combat speed, it's not worth warping. If it can't be reached in 5x this time, it is worth warping. In between, SPEC will not be engaged if it's so close that there will be no time to ramp it down (check &amp;lt;code&amp;gt;autopilot_ramp_warp_down&amp;lt;/code&amp;gt; and compare warp travel time with &amp;lt;code&amp;gt;warprampdowntime&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== miscellaneous ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dockOnLoad'''&amp;lt;/code&amp;gt; [boolean] - Whether the player's ship is docked upon loading. No efffect in network game.&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;'''eject_attacks'''&amp;lt;/code&amp;gt; [boolean] - Whether ejected pilots has aggresive AI.&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;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''EscortDistance'''&amp;lt;/code&amp;gt; [float] - The base distance from the leader unit AI will try to reach while executing &amp;quot;form on my wing&amp;quot; and &amp;quot;prepare for tractoring&amp;quot; orders: this value times the sum of leader's and unit's sizes.&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;'''TurnLeaderDist'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Another distance multiplier used to execute &amp;quot;form on my wing&amp;quot;, &amp;quot;prepare for tractoring&amp;quot; and &amp;quot;pick up an ejected pilot&amp;quot; orders.&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;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MissileProbability'''&amp;lt;/code&amp;gt; [float] - How likely AI is to fire a missile, if it's already locked. Appliable to turrets as well.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Aggressivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TurretDotCutoff'''&amp;lt;/code&amp;gt; [float] - How much the turret should be turned toward the target to make an attack decision. The dot product of a turret's normal (or it seems so) and the vector to a target is compared to this value, hence the name.&lt;br /&gt;
** &amp;lt;code&amp;gt;.4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''InWeaponRange'''&amp;lt;/code&amp;gt; [float] - How close relative to a weapon's range the target should be to make an attack decision.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.2&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;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''filter_expensive_cargo'''&amp;lt;/code&amp;gt; [boolean] - Filter from the upgrades list all cargo too expensive to buy.&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;'''min_cargo_price'''&amp;lt;/code&amp;gt; [float] - Absolute minimum value of cargo.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_price_quant_adj'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''min_price_quant_adj'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''price_quant_adj_power'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''price_recenter_factor'''&amp;lt;/code&amp;gt; [float] - Weight for averaging random prices. With 0 random deviation is full, with 1 it will be halved, etc.&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; - Cargo Price = Basic price&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;master_part_list.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt; * (price&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt; - pricestddev&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt;) + 2*(0..1)*pricestddev&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt;  {{Fixme}} - which is wrong.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''space_junk_price'''&amp;lt;/code&amp;gt; [float] - Default price for &amp;quot;Space junk&amp;quot;.&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;'''news_from_cargolist'''&amp;lt;/code&amp;gt; [boolean] - Generate news from mission list as opposed to saved games. Disabled in network games.&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== autopilot and teleport ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ai_pilot_when_in_turret'''&amp;lt;/code&amp;gt; [boolean] - Switching to turret will let AI pilot the ship, just like switching to another ship does.&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;'''autopilot_terminate'''&amp;lt;/code&amp;gt; [boolean] - Autopilot stops at a distance from the destination defined in &amp;lt;code&amp;gt;'''auto_pilot_termination_distance'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;'''auto_pilot_termination_distance_enemy'''&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''auto_pilot_termination_distance'''&amp;lt;/code&amp;gt; [float] - Distance to the destination. It takes into account the closest docking port (if any), which for planets adds &amp;lt;code&amp;gt;'''planet_port_min_size'''&amp;lt;/code&amp;gt;*radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;6000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''auto_pilot_termination_distance_enemy'''&amp;lt;/code&amp;gt; [float]&lt;br /&gt;
** &amp;lt;code&amp;gt;24000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; {{Fixme}} &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; for autopilot. Used if the destination targets the unit&lt;br /&gt;
** =&amp;lt;code&amp;gt;auto_pilot_termination_distance&amp;lt;/code&amp;gt; {{Fixme}} &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; for insystem jumps. Seriously, it's defined through another variable.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''can_auto_through_planets'''&amp;lt;/code&amp;gt; [boolean] - Used only if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''teleport_autopilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;false&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; [float] - Multiplier for basic jump energy (&amp;lt;code&amp;gt;x 100 MJ&amp;lt;/code&amp;gt;), if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Also, the measure of SPEC drive power (this much energy is expended in )&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; [boolean] - Whether local teleport is allowed.&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;'''teleport_autopilot'''&amp;lt;/code&amp;gt; [boolean] - Teleport, used only if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&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;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;'''friendly_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''neutral_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&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;'''hostile_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_asteroid_distance'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;-100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SPEC ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed equals &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; (default 0.1) &amp;lt;code&amp;gt;x 100 MJ&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''fuel_equals_warp'''&amp;lt;/code&amp;gt; [boolean] - Whether warpenergy = fuel. Internally named &amp;quot;WCfuelhack&amp;quot;.&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;'''warpMaxEfVel'''&amp;lt;/code&amp;gt; [float] - Maximum velocity with SPEC.&lt;br /&gt;
** &amp;lt;code&amp;gt;2960881320&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;29202510832.6&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpMultiplierMin'''&amp;lt;/code&amp;gt; [float] - Minimum warp speed multiplier. Multiplied by the ship's Warp_Min_Multiplier value.&lt;br /&gt;
** &amp;lt;code&amp;gt;9.86960440109&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpMultiplierMax'''&amp;lt;/code&amp;gt; [float] - Maximum warp speed multiplier. Multiplied by the ship's Warp_Max_Multiplier value.&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autopilot_ramp_warp_down'''&amp;lt;/code&amp;gt; [boolean] - Whether autopilot should consider ramp down time.&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;'''warprampuptime'''&amp;lt;/code&amp;gt; [float] - Time to change warp multiplier from 1.0 to maximum possible at this location when SPEC is activated.&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;'''computerwarprampuptime'''&amp;lt;/code&amp;gt; [float] - As &amp;lt;code&amp;gt;physics/warprampuptime&amp;lt;/code&amp;gt;, but for non-player units.&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;'''warprampdowntime'''&amp;lt;/code&amp;gt; [float] - Time to change warp multiplier from maximum possible at this location down to 1.0 when SPEC is deactivated.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''minwarpeffectsize'''&amp;lt;/code&amp;gt; [float] - Minimum size of the other objects for warp interdiction purpose (everything is considered having radial size no less than this).&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxwarpeffectsize'''&amp;lt;/code&amp;gt; [float] - Maximum size of the other objects for warp interdiction purpose (everything is considered having radial size no more than this).&lt;br /&gt;
** &amp;lt;code&amp;gt;10000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;3000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpcurvedegree'''&amp;lt;/code&amp;gt; [float] - Warp interdiction effect between &amp;lt;code&amp;gt;warpregion0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;warpregion1&amp;lt;/code&amp;gt; is proportional to distance to the object in this power.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpregion0'''&amp;lt;/code&amp;gt; [float] - The distance (counted from radial size - real or &amp;lt;code&amp;gt;minwarpeffectsize&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;maxwarpeffectsize&amp;lt;/code&amp;gt;) at which warp multiplier equals 1.0 - i.e. absolute no-warp range.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpregion1'''&amp;lt;/code&amp;gt; [float] - The sample point value - distance at which warp multiplier equals &amp;lt;code&amp;gt;warpcruisemult&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default, default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpcruisemult'''&amp;lt;/code&amp;gt; [float] - The sample point value - warp multiplier limit at the distance of &amp;lt;code&amp;gt;warpregion1&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;15000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_energy_multiplier'''&amp;lt;/code&amp;gt; [float] - Rate of reactor to warp capacitor energy scales.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.12&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== auto-docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingExcludeList'''&amp;lt;/code&amp;gt; [string] - Won't perform auto-landing on units with this in their names. List separated with spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingExcludeWarningList'''&amp;lt;/code&amp;gt; [string] - Will warn when approach within &amp;lt;code&amp;gt;'''AutoLandingWarningDistance'''&amp;lt;/code&amp;gt; of units with this in their names. List separated with spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingDockDistance'''&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;'''AutoLandingWarningDistance'''&amp;lt;/code&amp;gt; [float] - Units tells &amp;lt;code&amp;gt;graphics/automatic_landing_zone_warning_text&amp;lt;/code&amp;gt; to a ship approaching within the distance if they are not excluded.&lt;br /&gt;
** &amp;lt;code&amp;gt;350&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingMoveDistance'''&amp;lt;/code&amp;gt; [float] - Unit is moved this far if trying to auto-dock after warnings.&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;'''AutoLandingDisplaceDistance'''&amp;lt;/code&amp;gt; [float] - Capture zone of auto-landing ports.&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;'''unit_default_autodock_radius'''&amp;lt;/code&amp;gt; [float] - The unit radius for auto-docking. If a planet, its radius is unsed instead.&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;'''use_unit_autodock_radius'''&amp;lt;/code&amp;gt; [boolean] - Whether to add the unit's radius to &amp;lt;code&amp;gt;'''unit_default_autodock_radius'''&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;'''unit_collision_docks'''&amp;lt;/code&amp;gt; [boolean] -  Collision of player's ship with a base docks the ship without damage.&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;'''only_hangar_collision_docks'''&amp;lt;/code&amp;gt; [boolean] - Only the base's dock areas work in &amp;lt;code&amp;gt;'''unit_collision_docks'''&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;
==== collisions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cargo_deals_collide_damage'''&amp;lt;/code&amp;gt; [boolean] - Whether moving cargo containers are dangerous. When tractors are used, it should be picked up before collision anyway, just like ships.&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;'''collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;10000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_angle'''&amp;lt;/code&amp;gt; [float] - Angle (degrees) where &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; applies. &lt;br /&gt;
** &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} In &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_angle'''&amp;lt;/code&amp;gt; cone, applied instead of &amp;lt;code&amp;gt;'''collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt;, if greater.&lt;br /&gt;
** &amp;lt;code&amp;gt;200000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - Collision panic time: a ship tries to match velocity and un-ram if collided with another unit, overriding the flight computer but not manual thrust. Also, lights &amp;quot;Collision&amp;quot; gauge in cockpit.&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;'''collisionDamageToAI'''&amp;lt;/code&amp;gt; [boolean] - Whether the damage applies at all if neither colliding unit is player ship or a missile. Comment: //HACK: Stupid AI ships always crash into each other.&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;'''inelastic_scale'''&amp;lt;/code&amp;gt; [float] - How elastic unit-unit collisions are. With 0 units will stick and suffer maximum damage, with 1 units will bounce and take no damage.&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;'''maxCollisionForceMultiplier'''&amp;lt;/code&amp;gt; [float] - How hard collisions move a ship. //value, in seconds of desired maximum recovery time&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;'''maxCollisionTorqueMultiplier'''&amp;lt;/code&amp;gt; [float] - How hard collisions turn a ship. //value, in seconds of desired maximum recovery time&lt;br /&gt;
** &amp;lt;code&amp;gt;0.67&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''minimum_time_between_recorded_player_collisions'''&amp;lt;/code&amp;gt; [float] - Prevents uncontrollable bouncing for player. Changes only torque/force effect, but not elastic rebound or damage.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''no_unit_collisions'''&amp;lt;/code&amp;gt; [boolean] - Units are not checked for collision, just like killed units.&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;'''smallest_subunit_to_collide'''&amp;lt;/code&amp;gt; [float] - The smallest subunit radial size to check for collision.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''sphere_collision'''&amp;lt;/code&amp;gt; [boolean] - Whether units' ray collision checks (collision with ray / bolt) are simplified by skipping extra collision trees when the sphere is not hit. {{Fixme}} This can miss things like subunits sticking out.&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;'''collision_damage_scale'''&amp;lt;/code&amp;gt; [float] - Scaling damage from collisions.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== ejected cargo and pilots ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cargo_live_time'''&amp;lt;/code&amp;gt; [float] - Cargo containers' autonomy time.&lt;br /&gt;
** &amp;lt;code&amp;gt;600&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_cargo_speed'''&amp;lt;/code&amp;gt; [float] - Ejection speed multiplier.&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;'''eject_distance'''&amp;lt;/code&amp;gt; [float] - How far cargo and pilots spawn if ejected from the ship with dock.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_live_time'''&amp;lt;/code&amp;gt; [float] - How much time ejected pilots have.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default - server)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;200&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default - not server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_cargo_mass'''&amp;lt;/code&amp;gt; [boolean] - Ship mass properly inreases when cargo is added and decreases when cargo is removed.&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;
&lt;br /&gt;
==== killed units ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''debris_time'''&amp;lt;/code&amp;gt; [float] - Lifetime of debris from exploding units.&lt;br /&gt;
** &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_cargo_on_blowup'''&amp;lt;/code&amp;gt; [float] - Part of cargo ejected from exploding units. {{Fixme}} Should do nothing if 0, but the cargo appears anyway. Possibly drops upgrades listed in cargo.&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;'''explosion_damage_center'''&amp;lt;/code&amp;gt; [float] - Scaling multiplier for damage radius of exploding units.&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;'''eject_cargo_percent'''&amp;lt;/code&amp;gt; [float] [0..1] - Probability of a cargo item being dropped on kill. Not actually %.&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;'''max_dumped_cargo'''&amp;lt;/code&amp;gt; [integer] - Maximum cargo items dropped on kill.&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hull_damage_to_eject'''&amp;lt;/code&amp;gt; [float] - Damage (negative, i.e. overkill value) preventing pilot auto-ejection.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autoeject_percent'''&amp;lt;/code&amp;gt; [float] [0..1] - Probability of pilot auto-ejection on kill. Not actually %.&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;'''player_autoeject'''&amp;lt;/code&amp;gt; [boolean] - Whether pilot auto-ejection works on player ships.&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;
&lt;br /&gt;
==== radars ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autotracking'''&amp;lt;/code&amp;gt; [float] - Default tracking cone.&lt;br /&gt;
** &amp;lt;code&amp;gt;.93&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''lock_cone'''&amp;lt;/code&amp;gt; [float] - Default locking cone.&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;'''use_upgrade_template_maxrange'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''capship_size'''&amp;lt;/code&amp;gt; [float] - Ships (but not bases) below this size are not detected beyond the radar range.&lt;br /&gt;
** &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== shields ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shields_in_spec'''&amp;lt;/code&amp;gt; [boolean] - Whether shields work in SPEC normally.&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;'''shield_energy_capacitance'''&amp;lt;/code&amp;gt; [float] - Energy efficiency of shields.&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;'''engine_energy_priority'''&amp;lt;/code&amp;gt; [boolean] - Whether the shield has ''maximum'' energy priority (power production is counted ''immediately before'' its consumption calculation); otherwise it has ''minimum'' priority (as energy production is counted before SPEC and the main capacitor with whatever may grab it from there first, but ''immediately after'' shield).&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;'''shield_maintenance_charge'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Shield maintainance cost.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''max_shield_lowers_capacitance'''&amp;lt;/code&amp;gt; [boolean] - Whether shields value counts against main caps.&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;'''max_shield_recharge_drain'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} If non-zero, adds extra shield drain = this portion of shields' maximum (average by sectors) * Shield_Efficiency. Does nothing when &amp;lt;code&amp;gt;shields_require_passive_recharge_maintenance&amp;lt;/code&amp;gt; is on.&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;'''shields_require_passive_recharge_maintenance'''&amp;lt;/code&amp;gt; [boolean] - Shields drain power to stay on. {{FIXME}} Does nothing except disabling effect of &amp;lt;code&amp;gt;max_shield_recharge_drain&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;max_shield_lowers_capacitance&amp;lt;/code&amp;gt; on shield maintainance.&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;'''speeding_discharge'''&amp;lt;/code&amp;gt; [float] - The discharge rate for shields when not powered.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_shield_speeding_discharge'''&amp;lt;/code&amp;gt; [float] - The lower energy limit below which discharge doesn't happen.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== trading and missions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''allow_mission_abort'''&amp;lt;/code&amp;gt; [boolean] - Abort missions from mission computer.&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;'''cargo_wingmen_only_with_dockport'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;starships&amp;quot; cargo category is disabled unless the ship has dock.&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;'''dockport_allows_ugrade_storage'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;upgrades&amp;quot; cargo category is enabled if the ship has dock.&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;'''starships_as_cargo'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;starships&amp;quot; and &amp;quot;starship&amp;quot; cargo categories are enabled.&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;
&lt;br /&gt;
==== upgrades and repair ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''indestructable_cargo_items'''&amp;lt;/code&amp;gt; [string] - List of non-damageable upgrades.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''separate_system_flakiness_component'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} handling downgrades.&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;'''indiscriminate_system_destruction'''&amp;lt;/code&amp;gt; [float] - Random system damage rate.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''damage_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + &amp;lt;code&amp;gt;definite_damage_chance&amp;lt;/code&amp;gt; ), for NPC ships.&lt;br /&gt;
** &amp;lt;code&amp;gt;.005&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''damage_player_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + &amp;lt;code&amp;gt;definite_damage_chance&amp;lt;/code&amp;gt; ), for player ships.&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;'''definite_damage_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability minimum (added to damage/maxhull).&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;'''component_based_upgrades'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} Controls the way upgrades are repaired.&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;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;'''hud_repair_unit'''&amp;lt;/code&amp;gt; [float] - HUD functionality repair per tick.&lt;br /&gt;
** &amp;lt;code&amp;gt;.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - 4 steps from total damage to okay.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mount_repair_unit'''&amp;lt;/code&amp;gt; [float] - Mount functionality repair per tick.&lt;br /&gt;
** &amp;lt;code&amp;gt;.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - 4 steps from total damage to okay.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''must_repair_to_sell'''&amp;lt;/code&amp;gt; [boolean] - Disallows selling upgrades while damaged, except in &amp;quot;EMERGENCY MODE&amp;quot;.&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;'''only_show_best_downgrade'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''RepairDroidTime'''&amp;lt;/code&amp;gt; [float] - Period of upgrade repair ticks.&lt;br /&gt;
** &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RepairDroidCheckTime'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Does nothing, repair droid works as long as it's &amp;gt;0.&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;'''repair_price'''&amp;lt;/code&amp;gt; [float] - The price of &amp;quot;Basic repair&amp;quot;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shipping_price'''&amp;lt;/code&amp;gt; [float] - Delivery price for ships in &amp;quot;My Fleet&amp;quot; located in other systems.&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== universe ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''density_of_rock'''&amp;lt;/code&amp;gt; [float] - Defines hull points and mass of celestial objects other than wormholes, after the radius is defined.&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;'''density_of_jump_point'''&amp;lt;/code&amp;gt; [float] - Defines hull points and mass (100000 times less) of celestial objects other than wormholes, after the radius is defined.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''nebula_space_drag'''&amp;lt;/code&amp;gt; [float] - Velocity decay rate of a nebula.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''orbit_averaging'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_ejection_stophack'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Maximum planet velocity.&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&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;'''planet_port_size'''&amp;lt;/code&amp;gt; [float]- The size of a planet's &amp;quot;outside dock&amp;quot; area, relative to its radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_port_min_size'''&amp;lt;/code&amp;gt; [float]- The minimum size of a planet's &amp;quot;outside dock&amp;quot; area, on top of its radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;300&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planets_can_have_subunits'''&amp;lt;/code&amp;gt; [boolean] - Allows adding planetary defenses (&amp;quot;Defense_grid&amp;quot;), also allows launching fighters from planets.&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;'''planets_always_neutral'''&amp;lt;/code&amp;gt; [boolean] - All planets are asigned Neutral faction.&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;
&lt;br /&gt;
==== weapons and damage ====&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;'''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;'''missile_bounce'''&amp;lt;/code&amp;gt; [boolean] - Whether missiles suffer an elastic collision.&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; - Normally they detonate immediately.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (in current VS, only Jackhammer) will expend it. 1 charge is spent each activation, no partial ammo for shots shorter than &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; time.&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;'''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;'''kilojoules_per_unit_damage'''&amp;lt;/code&amp;gt; [float] - Relation between energy and hitpoints. Matters for indication and damage from inelastic collision.&lt;br /&gt;
** &amp;lt;code&amp;gt;5400&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop'''&amp;lt;/code&amp;gt; [boolean] - Whether tractor beams can scoop. {{Fixme}} Currently is not the same as in &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt; - it affects capture.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; Scoop is done via units collision and tractor/repulsor beams are processed like non-damaging normal beams.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_angle'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop-able cone. Corresponds to, but separate from &amp;lt;code&amp;gt;graphics/'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''system_damage_on_armor'''&amp;lt;/code&amp;gt; [boolean] - system/cargo/upgrade damage happens on armor hit instead of only hull hit.&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;'''disabling_weapon_constant'''&amp;lt;/code&amp;gt; [float] - Multiplier for effect of hull hit by disabling weapons (LifeSupportFunctionality damage instead of hull damage).&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;
&lt;br /&gt;
==== miscellaneous ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''difficulty_based_shield_recharge'''&amp;lt;/code&amp;gt; [boolean] - Shield recharge rate is multiplied by &amp;lt;code&amp;gt;/difficulty&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;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&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;'''difficulty_based_enemy_damage'''&amp;lt;/code&amp;gt; [boolean] - Any non-collision damage to units other than PC's ship is multiplied by &amp;lt;code&amp;gt;/difficulty&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;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&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;'''difficulty_speed_exponent'''&amp;lt;/code&amp;gt; [float] - Set speed exponent ( multiplier = &amp;lt;code&amp;gt;/difficulty&amp;lt;/code&amp;gt; ^ &amp;lt;code&amp;gt;physics/difficulty_speed_exponent&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;0&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;'''game_accel'''&amp;lt;/code&amp;gt; [float] - Changed by setup program, depends on difficulty setting. Real accelerations rate is  &amp;lt;code&amp;gt;'''game_accel'''&amp;lt;/code&amp;gt;*&amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt;.&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'''&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;
&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;false&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;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;'''noSPECJUMP'''&amp;lt;/code&amp;gt; [boolean] - While SPEC is on, jumping and docking (both in and out) are disabled.&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;'''undock_turn_away'''&amp;lt;/code&amp;gt; [boolean] - Whether a ship is turned away from the host unit when it undocks, along the line between their centers(!). Setting this to &amp;quot;false&amp;quot; helps in case of consistent death-by-collision on undocking (such as while flying big ships).&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;'''default_shield_tightness'''&amp;lt;/code&amp;gt; [float] - Default &amp;lt;code&amp;gt;shieldtight&amp;lt;/code&amp;gt; parameter for ships (affects damage FX only). Comment: &amp;quot;//are shields tight to the hull.  zero means bubble&amp;quot;; currently can be set only in unit XML and de-facto replaced by shield mesh. Comment: &amp;quot;//BUCO! Must add shield tightness back into units.csv for great justice.&amp;quot;&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;'''simulate_while_docked'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} Life continues while the unit is docked. If there's more than 1 player, it continues anyway.&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;'''PlayerTractorabilityMask'''&amp;lt;/code&amp;gt; [string] - Tractorability mask additionally applied to the player's ship. &amp;quot;p&amp;quot;|&amp;quot;P&amp;quot; adds push, &amp;quot;i&amp;quot;|&amp;quot;I&amp;quot; adds tractor in, empty string gives push-only, unrecognized gives immunity.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;p&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MinimumWarpCapToRefuelDockeesAutomatically'''&amp;lt;/code&amp;gt; [float] - An unit with warp capacitance of this value or more refills warp capacitor of a ship docksing to it. With a few extra conditions. If &amp;lt;code&amp;gt;physics/'''fuel_equals_warp'''&amp;lt;/code&amp;gt; (a.k.a. WCfuelhack), will refill fuel instead. Also, will take &amp;lt;code&amp;gt;general/'''fuel_docking_fee'''&amp;lt;/code&amp;gt; Cr for this. Comment: &amp;quot;//BUCO! This needs its own units.csv column to see how much we refill!&amp;quot;&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;'''docking_time'''&amp;lt;/code&amp;gt; [float] - Timer for docking operations. {{Fixme}}&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;'''un_docking_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jump_damage_multiplier'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Jump damage appears to be defunct now. According to the code, it should be present in network game if jump drive is damaged.&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;'''max_jump_damage'''&amp;lt;/code&amp;gt; [float] - Absolute maximum value of jump damage. {{Fixme}} Jump damage appears to be defunct now. According to the code, it should be present in network game if jump drive is damaged.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dock_with_clear_planets'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''maxNPCrot'''&amp;lt;/code&amp;gt; [float] - Maximum rotation rate for a NPC unit.&lt;br /&gt;
** &amp;lt;code&amp;gt;360&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxplayerrot'''&amp;lt;/code&amp;gt; [float] - Maximum rotation rate for a player starship.&lt;br /&gt;
** &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''FMEC_exit_vel'''&amp;lt;/code&amp;gt; [float] - Inverse exhaust velocity (ideal).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.0000002&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; (Vex = 1/5000000 ≈ 1/60 C) //1/5,000,000 m/s&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DeuteriumRelativeEfficiency_Lithium'''&amp;lt;/code&amp;gt; [float] - Reaction efficiency. The reaction is supposed to be Li-6 + Li-6 fusion with efficiency governed by the getFuelUsage multiplier. getFuelUsage = physics/FuelUsage or physics/AfterburnerFuelUsage. Fuel consumption is ~ GetFuelUsage * FMEC_exit_vel / DeuteriumRelativeEfficiency_Lithium.&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;'''LithiumRelativeEfficiency_Lithium'''&amp;lt;/code&amp;gt; [float] - Reaction efficiency. The reaction is supposed to be Li-6 + D fusion. Fuel consumption is ~ physics/FuelUsage * FMEC_exit_vel / LithiumRelativeEfficiency_Lithium. (for orientation thrusters)&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;'''FuelUsage'''&amp;lt;/code&amp;gt; [float] - Multiplier for normal fuel usage.&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;'''AfterburnerFuelUsage'''&amp;lt;/code&amp;gt; [float] - Multiplier for afterburner fuel usage.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NoFuelThrust'''&amp;lt;/code&amp;gt; [float] - Multiplier for clamping set maximum velocity when out of fuel.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NoFuelAfterburn'''&amp;lt;/code&amp;gt; [float] - Multiplier for clamping set maximum afterburner velocity (only part above set normal velocity) when out of fuel. E.g. if AB_speedlimit=2*speedlimit, defaults give 0.4*speedlimit + 0.1*(AB_speedlimit-speedlimit) = 0.5 speedlimit with afterburner.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''VariableFuelConsumption'''&amp;lt;/code&amp;gt; [boolean] - Whether to get afterburner fuel consumption from the unit's &amp;lt;code&amp;gt;Afterburner_Usage_Cost&amp;lt;/code&amp;gt; instead of calculating it from thrust and &amp;lt;code&amp;gt;'''AfterburnerFuelUsage'''&amp;lt;/code&amp;gt; - ''only for Type 1 (more fuel) afterburner''.&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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_ecm'''&amp;lt;/code&amp;gt; [int] - Maximum ECM_Rating, which ''always'' jams missiles.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_lost_target_live_time'''&amp;lt;/code&amp;gt; [float] - Missile lifetime limit after ECM breaks lock.&lt;br /&gt;
** &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''UnitTable'''&amp;lt;/code&amp;gt; [boolean] - Whether to save units in separate files (''save dir''/''unit name''.csv).&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; Saves the changes in the unit via XML unitwriter, currently also iterates subunits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''combat_speed_boost'''&amp;lt;/code&amp;gt; [float] - Velocity governor scaling for combat mode/travel mode.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&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;Priorities&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;economics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''upgrade_sellback_price'''&amp;lt;/code&amp;gt; [float] - The price rate for selling ship hardware.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ship_sellback_price'''&amp;lt;/code&amp;gt; [float] - The price rate for selling ships.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&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;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;
==&amp;lt;code&amp;gt;no section&amp;lt;/code&amp;gt;==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''savegame'''&amp;lt;/code&amp;gt; [string/file] - Default savegame to load with &amp;lt;code&amp;gt;'''general/load_last_savegame'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;'''difficulty'''&amp;lt;/code&amp;gt; [float] - Difficulty value tweaking several game parameters (see &amp;lt;code&amp;gt;physics/&amp;lt;/code&amp;gt; section).&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;
{{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>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19649</id>
		<title>Links:Graphic Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19649"/>
				<updated>2014-02-15T08:52:54Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=2D Graphic and Animation Applications=&lt;br /&gt;
&lt;br /&gt;
== GIMP ==&lt;br /&gt;
GIMP - GNU Image Manipulation Program. &amp;quot;''GIMP is a freely distributed program for such tasks as photo retouching, image composition and image authoring.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.gimp.org&lt;br /&gt;
*License: GNU-GPL&lt;br /&gt;
*Operating systems: &amp;quot;''Available for Windows, Linux, Sun Solaris, FreeBSD or Mac OS X.''&amp;quot;&lt;br /&gt;
* Plugins: already comes with a great variety of scripts and the library can be extended with your own C, Perl, Python, or Script-Fu (Scheme) plug-ins. They are either hosted or linked on [http://registry.gimp.org/ Plugin repository], which is well beyond 20000 entries and growing - so use search and tags.&lt;br /&gt;
** [http://registry.gimp.org/node/70 DDS] (see below). [http://registry.gimp.org/node/69 normalmap] - create RGB normalmaps. [http://registry.gimp.org/node/77 Texturize] - create large and natural textures from a small sample. And/or [http://registry.gimp.org/node/27986 Resynthesizer] - produce a larger version of a texture, make an image tilable, remove unwanted features, apply themes to images. Some Linux repositories provide these four.&lt;br /&gt;
** [http://registry.gimp.org/node/25653 Seamless texture maker] - a little script making just about any image tileable without too obvious stitches or blur.&lt;br /&gt;
* Extras: For brushes, etc see [[Links:Resources]].&lt;br /&gt;
=== GIMP DDS Plug-In ===&lt;br /&gt;
This is a plugin for GIMP version 2.x. It allows you to load and save images in DirectDraw Surface (DDS) format.&lt;br /&gt;
&lt;br /&gt;
*Registry Page: http://registry.gimp.org/node/70&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Requirements: Windows / Linux; GIMP 2.6 / 2.7 / 2.8&lt;br /&gt;
=== GIMP - Cubemap Layers Generator ===&lt;br /&gt;
''This script will automatically create, crop, reposition and rename all layers needed to save a cubemap with the GIMP DDS plug-in from a regular skybox image of choice.''&lt;br /&gt;
*Registry Page: http://registry.gimp.org/node/25532&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Requirements: GIMP 2.8, GIMP DDS Plug-In, Python&lt;br /&gt;
=== GIMP - Cubemap Plug-In ===&lt;br /&gt;
This is a plugin for GIMP 2.8; it allows you to extract and merge cubemaps.&lt;br /&gt;
*Registry Page: http://registry.gimp.org/node/28709&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Requirements: Linux; GIMP 2.8,&lt;br /&gt;
=== GIMP - Low Frequency Even ===&lt;br /&gt;
''This plugin removes low frequency brightness and color differences from image. It's dedicated for creating textures for computer graphic from photos. But it should be usefull for other purposes too.'' Evening out lighting also greatly improves tileability of textures.&lt;br /&gt;
*Homepage: http://registry.gimp.org/node/24636&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Requirements: GIMP 2.8, Script-Fu&lt;br /&gt;
=== GIMP - Seamless texture maker ===&lt;br /&gt;
''In two clicks you can create seamless texture from image.''&lt;br /&gt;
*Homepage: http://registry.gimp.org/node/25653&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Requirements: GIMP 2.6 / 2.7; Script-Fu&lt;br /&gt;
&lt;br /&gt;
== INKSCAPE ==&lt;br /&gt;
&amp;quot;''INKSCAPE is a Linux &amp;amp; Windows vector graphics editor (SVG format) featuring transparency, gradients, node editing, pattern fills, PNG export, and more. Aiming for capabilities similar to Illustrator, CorelDraw, Visio, etc.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.inkscape.org&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''All 32-bit MS Windows (95/98/NT/2000/XP), All POSIX (Linux/BSD/UNIX-like OSes), Linux, OS X''&amp;quot;&lt;br /&gt;
* Extras: If you need any, try [http://plugintop.com/category/design/inkscape/ on Plugin Top].&lt;br /&gt;
&lt;br /&gt;
==LunarCell==&lt;br /&gt;
[http://www.flamingpear.com/lunarcell.html LunarCell] is a Photoshop compatible plugin that allows you to create instant planets. Create fractal, reality-based, or just strange worlds in seconds. It includes real clouds downloaded from weather satellites and comes with dozens of presets, and you can design your own planets too. LunarCell also generates maps for 3D animation, fantasy mapmaking, and QuickTime 5 cubic VR.&lt;br /&gt;
*Homepage: http://www.flamingpear.com/lunarcell.html&lt;br /&gt;
*License: Commercial&lt;br /&gt;
&lt;br /&gt;
==Spacescape==&lt;br /&gt;
Free program for making space skyboxes.&lt;br /&gt;
*Homepage: http://alexcpeterson.com/spacescape&lt;br /&gt;
*License: MIT&lt;br /&gt;
*Operating systems: Windows&lt;br /&gt;
&lt;br /&gt;
== Mandelbulber ==&lt;br /&gt;
&amp;quot;Mandelbulber is an experimental application that helps to make rendering 3D Mandelbrot fractals much more accessible. A few of the supported 3D fractals: ''Mandelbulb, Mandelbox, BulbBox, JuliaBulb, Menger Sponge, Quaternion, Trigonometric, Hypercomplex, and Iterated Function Systems (IFS)''. All of these can be combined into infinite variations with the ability to hybridize different formulas together.&amp;quot; Look into some of [[Links:Resources#Miscelanneous those galleries]] for examples - while it generates static images, these can be useful both as is, and as a reference/inspiration source.&lt;br /&gt;
*Homepage: http://mandelbulber.com/ (also available via some Linux repositories)&lt;br /&gt;
*License: GNU-GPL&lt;br /&gt;
*Operating systems: &amp;quot;''32-bit and 64-bit for Windows, Linux, and Mac (Intel &amp;amp; PPC)''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=2D Graphic Converters=&lt;br /&gt;
&lt;br /&gt;
==nVidia Texture Tools==&lt;br /&gt;
Tools (nvcompress, nvddsinfo, ...) for manipulating graphic files and optimize them for the graphic card.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://developer.nvidia.com/object/texture_tools.html&lt;br /&gt;
*License: MIT License&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
*Binaries and source (version links might be out of date, please check homepage for downloads)&lt;br /&gt;
**Windows: http://developer.download.nvidia.com/tools/texturetools2/NVIDIA_Texture_Tools_2.04.1016.0025.exe&lt;br /&gt;
** Source: http://nvidia-texture-tools.googlecode.com/&lt;br /&gt;
&lt;br /&gt;
==xNormal==&lt;br /&gt;
Application to generate normal, ambient occlusion, parallax displacement, and relief maps.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://www.xnormal.net/&lt;br /&gt;
*License: ?&lt;br /&gt;
*Operating systems: Windows, Linux under development&lt;br /&gt;
*Binaries and source&lt;br /&gt;
**Windows: http://www.xnormal.net/Downloads.aspx&lt;br /&gt;
** Source: http://www.xnormal.net/Developers.aspx&lt;br /&gt;
&lt;br /&gt;
=Image Viewers=&lt;br /&gt;
* [http://www.irfanview.com/ IrfanView] (freeware for Windows) supports the DDS image file format. You may want to add the string &amp;quot;|IMAGE|TEXTURE&amp;quot; at the end of the option &amp;quot;Load custom file types&amp;quot; under &amp;quot;Options/Set file associations&amp;quot; for smooth browsing of VS image and texture files.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/KDE KDE]'s image libraries (version &amp;gt;= 3.3.0) support reading the DDS file format, so e.g. gwenview, kview and konqueror can view texture files.&lt;br /&gt;
* [http://www.xnview.com/ XnView] is a multiplatform - Windows, Linux (also available via GetDeb repository), Mac OS - viewer/browser/convertor. Has a lot of useful side functions: it can bookmarks library, pre-cache, toggle alpha channel in preview and thumbnail with a simple key combo, read DDS files &amp;quot;as is&amp;quot; and batch rename or convert formats with two clicks.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Sound_%26_Music_Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:3D_Applications]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Orbital_Planet_Surfaces&amp;diff=19648</id>
		<title>Development:Orbital Planet Surfaces</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Orbital_Planet_Surfaces&amp;diff=19648"/>
				<updated>2014-02-15T07:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General=&lt;br /&gt;
&lt;br /&gt;
This page summarizes concepts and approaches to creating planet surfaces as seen from orbit.&lt;br /&gt;
Topics of atmospheric entry and close-to-surface planetary topology and atmospheric effects or planetary flight should be covered in a separate document.&lt;br /&gt;
&lt;br /&gt;
Two main topics are covered in this document:&lt;br /&gt;
* Development of textured surfaces&lt;br /&gt;
* Development of procedural surfaces&lt;br /&gt;
&lt;br /&gt;
=Textured Surfaces=&lt;br /&gt;
&lt;br /&gt;
==Texture Requirements==&lt;br /&gt;
&lt;br /&gt;
===Generic Image Requirements===&lt;br /&gt;
&lt;br /&gt;
Please read this [[Development:Graphics_Requirements]] page before continuing to the specific requirements.&lt;br /&gt;
&lt;br /&gt;
===Specific Image Requirements===&lt;br /&gt;
===Summary of Texture Requirements===&lt;br /&gt;
Textures ready for submission should fulfill:&lt;br /&gt;
* Codec: dds DXT1 with mipmaps for diffuse textures; dds DXT3 with mipmaps for citylight textures&lt;br /&gt;
* Extension: .texture&lt;br /&gt;
* Ratio (horizontal:vertical): 2:1&lt;br /&gt;
* Size: following the POT rule (power-of-two)&lt;br /&gt;
* Resolution: min 2048x1024&lt;br /&gt;
* Tilable (seamless): horizontally and vertically&lt;br /&gt;
* Quality: RQ or CQ&lt;br /&gt;
&lt;br /&gt;
===Image Resolution, Formats, and Quality===&lt;br /&gt;
The planet surface graphics format currently recommended for the game is '''dds''' format with dxt1 compression, with filenames ending in '''.texture'''.  (Before May 2008, DDS textures were stored in files named .png, because of references to filenames in other places.)&lt;br /&gt;
&lt;br /&gt;
The '''image ratio''' horizontal:vertical must be 2:1 (assuming pixel ratio of the map is 1:1), since the texture is wrapped around the planet sphere horizontally around 360 degrees and vertically around 180 degrees.&lt;br /&gt;
Necessarily, in order for the surface not to appear distorted, your '''pixel ratio''' of the generated texture must be 1.0, i.e. a circle must show as a circle when viewing the texture in an image viewer, on a monitor with square pixels.&lt;br /&gt;
&lt;br /&gt;
The vertical and horizontal sizes should be a '''power of two''' (POT).&lt;br /&gt;
Really, NPOT (non-power-of-two) textures are possible, but really, really, really troublesome. Don't use them. Just use POT. Love the POT. The POT is the mother, the POT is the father. Trust the POT.&lt;br /&gt;
&lt;br /&gt;
That leaves few options:&lt;br /&gt;
*1024x512&lt;br /&gt;
*2048x1024&lt;br /&gt;
*4096x2048&lt;br /&gt;
*8192x4096&lt;br /&gt;
&lt;br /&gt;
Keeping original high resolution image (e.g. 8192x4096 or 4096x2048) versions in stock helps maintaining quality and scalability as game development progresses or typical screen resolutions rise in the future with better hardware available to the players.&lt;br /&gt;
&lt;br /&gt;
Most of the surface textures included in data have a horizontal resolution of 1024 or below. Committed textures are classified as:&lt;br /&gt;
* DQ - Development Quality: textures with horizontal resolution of 1024 or below and low degree of realism&lt;br /&gt;
* RQ - Release Quality: textures with horizontal resolution of 2048 or above and medium degree of realism&lt;br /&gt;
* CQ - Cinematographic Quality: textures with horizontal resolution of 2048 or above and high degree of realism&lt;br /&gt;
&lt;br /&gt;
===Image Properties===&lt;br /&gt;
Naturally, the images should be '''seamless (tilable)''' so that seams are not visible on the rotating planet, neither on the stitch nor at the poles.&lt;br /&gt;
&lt;br /&gt;
3d rendering software with unwrap functions is recommended, since it is extremely inefficient and troublesome to create seamless textures in 2d programs.&lt;br /&gt;
&lt;br /&gt;
===Planet textures required===&lt;br /&gt;
[source: klauss]&lt;br /&gt;
*Diffuse color map (the actual planet texture)&lt;br /&gt;
*Night map (with city lights); needs to have alpha channel for the transparent areas. Compression type must be DXT3. &lt;br /&gt;
*Specular map as usual.&lt;br /&gt;
*Cloudmap... not so usual. The cloudmap contains color in the color data - but base, unlit color. Until now, I couldn't find a case where the color portion of the texture wasn't uniform, so I might drop color &amp;quot;texture&amp;quot; for a uniform color &amp;quot;parameter&amp;quot; - but in any case, the texture contains the cloud's basic color in the color portion (fully white for earthish textures), and &amp;quot;thickness&amp;quot; in the alpha channel. What I did to create the current cloudmaps: transfer the color (grayscale) channel to the alpha channel, adjust its &amp;quot;dynamic distribution&amp;quot;, kind-of gamma correction, to avoid saturation of the alpha channel as much as possible (it looks bad), and filled the color channel with white. Thickness means that - the thickness of clouds. It indirectly translates to their height. All clouds are based on the same level (they usually are in reality, minus some exceptions), and grow upwards as much as the alpha channel tells it to.&lt;br /&gt;
*Normalmap as usual (though normalmaps are presently not required, they aren't any different from unit normalmaps: RGB with normal data, Alpha with height data).&lt;br /&gt;
&lt;br /&gt;
==Development Tools, Tutorials==&lt;br /&gt;
&lt;br /&gt;
===GIMP===&lt;br /&gt;
[[Links:Graphic_Applications#GIMP|GIMP - the GNU Image Manipulation Program]] is quite versatile; to work with texture files, you'll need DDS plugin (if it's not installed already).&lt;br /&gt;
&lt;br /&gt;
A good starting point for e.g. gas giant texture maps is the 'Solid Noise' filter.&lt;br /&gt;
&lt;br /&gt;
There is a way to make planetary twisters like Uranius or so, using the Gimp. First you must create the gas texture, and then apply the distort filter into Filters&amp;gt;Distortions&amp;gt;Deformation. Then set the deformation type to &amp;quot;counterclockwise swirl&amp;quot;, and the make one or two swirls. This will generate swirls at the surface.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you like a hurricane zone, for example [http://en.wikipedia.org/wiki/Great_Red_Spot Jupiter's Great Red Spot], you can do it very simply: first select a ecliptic small zone, which will be the future hurricane. Then apply the filter Filters&amp;gt;Distortions&amp;gt;Lens Crystal, and apply a bit crystal lens distortion. Then, deselect that selected zone, and apply Filters&amp;gt;Distortions&amp;gt;Deformation, and set the deformation to &amp;quot;move&amp;quot;, and move the left and right sides of the elliptical form a bit, just to make the effect of undercloud.&lt;br /&gt;
&lt;br /&gt;
===POV-Ray===&lt;br /&gt;
[Links:3D_Applications#POV-Ray|POV-Ray (Persistence of Vision Raytracer)] with its unique scripting approach and through a large base of available texture, pigment, and material functions provides almost unlimited possibilities to creating surface maps.&lt;br /&gt;
&lt;br /&gt;
Maps can be exported by using a spherical camera setting:&lt;br /&gt;
''camera {spherical angle 360}''&lt;br /&gt;
&lt;br /&gt;
===Blender===&lt;br /&gt;
[Links:3D_Applications#Blender|Blender 3D] &lt;br /&gt;
&lt;br /&gt;
Scripts for blender can be created using Python. No application of blender for creation of planet surfaces is known to us currently. Submissions are appreciated.&lt;br /&gt;
&lt;br /&gt;
===Tutorials===&lt;br /&gt;
Some great tutorials can be found at [http://www.solarvoyager.com/tutorials.asp Solar Voyager]. They are geared toward 3dsmax and Photoshop, but are general enough in scope that they could be easily adapted to GIMP and POV-Ray.&lt;br /&gt;
&lt;br /&gt;
==Including and Testing==&lt;br /&gt;
&lt;br /&gt;
===Systems Substitution Testing===&lt;br /&gt;
&lt;br /&gt;
In the .systems file of the systems where you saved the game (data/sectors/SectorName/), search for the planet that you want to test your texture on and replace the current texture in the 'file' statement with your texture, e.g.&lt;br /&gt;
&lt;br /&gt;
*Take: &amp;lt;Planet name=&amp;quot;Wiley&amp;quot; file=&amp;quot;planets/rock.texture&amp;quot; ...&amp;gt;&lt;br /&gt;
*Replace with: &amp;lt;Planet name=&amp;quot;Wiley&amp;quot; file=&amp;quot;planets/rocky_wiley.texture&amp;quot; ...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: You can search in data dir using the command ''grep -R &amp;quot;rock_water.texture&amp;quot; sectors''&lt;br /&gt;
&lt;br /&gt;
Should your planet texture not be listed in the sector definition files, you can edit the system config file &amp;quot;sectors/testsystems/planets.system&amp;quot; to change your texture on one of the existing planets and then run Vega Strike with the planet test mission:&lt;br /&gt;
&lt;br /&gt;
''./vegastrike test/planets.mission''&lt;br /&gt;
&lt;br /&gt;
===Editing Systems===&lt;br /&gt;
&lt;br /&gt;
In some cases it is required to tweak the universe in order to add new textures.&lt;br /&gt;
A very good HowTo explains the road to be taken here.&lt;br /&gt;
* [[HowTo:Edit_Systems]] with&lt;br /&gt;
** [[HowTo:Edit_Systems:Milkyway]]&lt;br /&gt;
** [[HowTo:Edit_Systems:System_Files]]&lt;br /&gt;
&lt;br /&gt;
==Selection and Vetting Process==&lt;br /&gt;
&lt;br /&gt;
===Some Thoughts===&lt;br /&gt;
While many textures are still with the DQ (development quality) status, it is important to quickly raise the quality of all textures to release status and beyond. In this stage, following the selection (or vetting) process might not be of the highest importance.&lt;br /&gt;
However when replacing visually appealing textures or raising the overall quality to CQ (cinematographic) it is of advantage to share your decisions with the whole community. This is exactly the purpose of the selection and vetting process.&lt;br /&gt;
&lt;br /&gt;
Enthusiasm, the strong motivation to contribute his own work, see it published in a release, and be part of the community, often brings the danger along of falling into the pitfall and want to contribute and replace too many textures at the same time.&lt;br /&gt;
The more advanced in quality and visual appeal the textures become the more important it becomes to create a very distinct and personal look to the particular texture or even planet, since the ultimate goal is to have an individual surface for each planet.&lt;br /&gt;
&lt;br /&gt;
Ultimately, nobody really knows how extra-solar planets look like but here are some references that might inspire you to create an individual, unique, and personal texture:&lt;br /&gt;
* The planet name might give you some hints&lt;br /&gt;
* The planet type says something about possible surface type&lt;br /&gt;
* Analyze the essence of the existing texture in color, structure, area division&lt;br /&gt;
* Inspire yourself by other works of art (paintings, computer generated art, astronomical sites, science-fiction movies)&lt;br /&gt;
&lt;br /&gt;
And of course, push your tools to their limits.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen a replacement candidate and have one or more proposals...&lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
If you are not sure that your texture meets the basic requirements, then please open a forum topic posting your textures.&lt;br /&gt;
Here's a summary of requirements:&lt;br /&gt;
* Format: dds (with .texture extension)&lt;br /&gt;
* Ratio (horizontal:vertical): 2:1&lt;br /&gt;
* Size: following the POT rule (power-of-two)&lt;br /&gt;
* Resolution: min 2048x1024&lt;br /&gt;
* Tilable (seamless): horizontally and vertically&lt;br /&gt;
* Quality: RQ or CQ&lt;br /&gt;
&lt;br /&gt;
If a texture that you have created meets the above described requirements, then:&lt;br /&gt;
* Open a poll for a reasonable period of time (e.g. 2 weeks) and describe:&lt;br /&gt;
** which texture(s) you'd like to replace&lt;br /&gt;
** show which are the candidates&lt;br /&gt;
** describe briefly the method of creation&lt;br /&gt;
** If you'd like to replace more than one texture, describe how you would assign the favorites of the poll to the individual textures&lt;br /&gt;
&lt;br /&gt;
* After a set period of time&lt;br /&gt;
** announce the winners&lt;br /&gt;
** and call the poll closed&lt;br /&gt;
&lt;br /&gt;
* Then&lt;br /&gt;
** Submit the textures to svn (in case you have commit rights attributed), or&lt;br /&gt;
** through the forum ask a developer with write access to submit them (e.g. the maintainer of this page, [[User:pyramid|pyramid]]).&lt;br /&gt;
&lt;br /&gt;
==Submission Process==&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
If you have svn commit access, then you will need nVidia's free texture tool nvcompress to transform your original textures to optimized dds textures.&lt;br /&gt;
Get the tool here: [http://developer.nvidia.com/object/texture_tools.html NVIDIA Texture Tools]&lt;br /&gt;
&lt;br /&gt;
The following applies to NVIDIA texture tools version 0.9.4. More recent versions have not yet been tested.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in handling 1 pixel mipmaps in the original version, you will be further required to patch the tools with safemode's patch. This can be obtained here: [http://signal-lost.homeip.net/files/nvidia-texture.patch save nvidia-texture.patch file]&lt;br /&gt;
&lt;br /&gt;
Patch the texture tools, compile, and install them.&lt;br /&gt;
&lt;br /&gt;
===Texture Optimization===&lt;br /&gt;
Transform your original texture using nvcompress using the DXT1 format.&lt;br /&gt;
&lt;br /&gt;
''nvcompress -bc1 textureoriginal1.png texture_dds.texture''&lt;br /&gt;
&lt;br /&gt;
Verify the optimized texture either by opening it with the GIMP and making sure that 12 mipmap layers (for 2048x1024 resolution) are contained in the file, or by checking it with &lt;br /&gt;
&lt;br /&gt;
''nvddsinfo texture_dds.texture''&lt;br /&gt;
&lt;br /&gt;
Lightmap textures require the alpha channel to be included in the compressed texture. Use the DXT3 format to compress:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''nvcompress -bc2 lightmap_master.png lightmap_texture_dds.texture''&lt;br /&gt;
&lt;br /&gt;
===Committing to SVN===&lt;br /&gt;
&lt;br /&gt;
If you have write access to svn then submit the textures after going through the community selection process.&lt;br /&gt;
Otherwise, please call through a forum topic a developer with write access to submit them.&lt;br /&gt;
&lt;br /&gt;
As of May 2008, svn has two directories for texture data:&lt;br /&gt;
* /masters/textures that holds the original textures and also source files that were used to create the textures&lt;br /&gt;
* /data/textures that holds the optimized dds/DXT1 textures&lt;br /&gt;
&lt;br /&gt;
==Development Needs and Tasks==&lt;br /&gt;
&lt;br /&gt;
Proposed development roadmap:&lt;br /&gt;
*Phase 1 [91%]: Replace existing textures with at least 2048x1024 textures (release quality). Exceptionally sol textures should have minimum resolution of 1024x512 since hi resolution maps for solar system bodies are hard to find for all objects.&lt;br /&gt;
*Phase 2 [ 0%]: Expand the set of textures to include more variety in milky_way.xml&lt;br /&gt;
*Phase 3 [ 0%]: Develop cinematographic quality surface (planet, lights) and atmosphere (cloud/weather) maps&lt;br /&gt;
&lt;br /&gt;
List of tasks for textured planet surfaces: [[Development:2D_Images#Orbital_Planet_Surfaces]]&lt;br /&gt;
&lt;br /&gt;
=Procedural Surfaces=&lt;br /&gt;
&lt;br /&gt;
At the time of writing (February 2008) no known implementation of procedural orbital planet surfaces exists in Vega Strike.&lt;br /&gt;
&lt;br /&gt;
However, an attempt has been started and you can find some more information in the following thread:&lt;br /&gt;
* [http://forums.vega-strike.org/viewtopic.php?t=10520 seamless planetary descent with automatic mesh generation]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
References apply both to textured and procedural approaches if not stated otherwise.&lt;br /&gt;
&lt;br /&gt;
==Software, Tools==&lt;br /&gt;
For a comprehensive list of tools, please see:&lt;br /&gt;
*[[Links:Graphic_Applications|Links:Graphic Applications]]&lt;br /&gt;
*[[Links:3D_Applications|Links:3D Applications]]&lt;br /&gt;
&lt;br /&gt;
==Wiki References==&lt;br /&gt;
&lt;br /&gt;
Planets and Systems&lt;br /&gt;
*Listing and description of planet types: [[Manual:Planet_types]]&lt;br /&gt;
*Editing Systems using milky_way or system files: [[HowTo:Edit_Systems]]&lt;br /&gt;
&lt;br /&gt;
Development Roadmap&lt;br /&gt;
*Improved planet textures (Higher quality/Fractal Enhanced?): [[Development:Roadmap#Aspects_for_consideration]]&lt;br /&gt;
*List of tasks for textured planet surfaces: [[Development:2D_Images#Orbital_Planet_Surfaces]]&lt;br /&gt;
&lt;br /&gt;
==Forum References==&lt;br /&gt;
&lt;br /&gt;
Texture Requirements&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=9160 4.4 release work]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=9401 Artwork/data overhauls]&lt;br /&gt;
&lt;br /&gt;
Development Tools&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=7055 Tools for creating planet textures]&lt;br /&gt;
&lt;br /&gt;
Examples, Including, Testing&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=7116 Orbital planet surfaces: gas giants]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=3664 Orbital planet surfaces]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=5957 Some New Planets]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=4008 stand clear. planets coming through]&lt;br /&gt;
&lt;br /&gt;
Submission Process&lt;br /&gt;
&lt;br /&gt;
Development Needs and Tasks&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?p=36698 Shady Planet...]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=6200 YASP (Yet Another Shady Planet) ;-)]&lt;br /&gt;
&lt;br /&gt;
Improvement and Development Proposals&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=3543 Auto-Enhancing Textures]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=1970 Fractal Generation System]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=2371 More pretty stuff: atmospheres and planet surfaces]&lt;br /&gt;
&lt;br /&gt;
Planetary Flight Topics&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=4597 The official &amp;quot;Seamless Planetary Flight&amp;quot; thread]&lt;br /&gt;
*[http://forums.vega-strike.org/viewtopic.php?t=9645 Theoretical planetside mode]&lt;br /&gt;
&lt;br /&gt;
==External References==&lt;br /&gt;
&lt;br /&gt;
===Gas Giant Surfaces===&lt;br /&gt;
&lt;br /&gt;
*[http://www.daviddarling.info/encyclopedia/J/Jupiter.html#Atmosphere Jupiter Atmosphere]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Jupiter_(planet)#Atmosphere Jupiter (planet)]&lt;br /&gt;
*[http://antwrp.gsfc.nasa.gov/apod/ap970920.html The Clouds of Jupiter]&lt;br /&gt;
*[http://www.sbg.ac.at/geo/idrisi/remote_sensing_tutorial/rst.gsfc.nasa.gov/sect19/sect19_15.html Planetary Remote Sensing - Jupiter]&lt;br /&gt;
*[http://opensourceschools.org/article.php?story=20030428204319316 Atmospheres of the Gas Giants]&lt;br /&gt;
*[http://www.solstation.com/stars/jupiter.htm Solstation Jupiter]&lt;br /&gt;
*[http://vims.artov.rm.cnr.it/data/res-jup.html The Cassini Instruments - Jupiter]&lt;br /&gt;
&lt;br /&gt;
===Image References===&lt;br /&gt;
*[http://www.cosmiclight.com/imagegalleries/images/space/jupiter-io.jpg Io over Jupiter]&lt;br /&gt;
*[http://www.celestiamotherlode.net/catalog/images/screenshots/jupiter/4kjupiter__johnvanvliet.jpg Celestia Jupiter Map]&lt;br /&gt;
*[http://www.celestiamotherlode.net/catalog/images/screenshots/neptune/neptune__tcorbin.jpg Celestia Neptune Map]&lt;br /&gt;
*[http://www.mmedia.is/bjj/data/jupiter_css/jupiter_css.jpg Bjorn Jonsson's Planetary Maps]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author: [[User:pyramid|pyramid]]'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19647</id>
		<title>Links:Graphic Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19647"/>
				<updated>2014-02-15T07:56:27Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=2D Graphic and Animation Applications=&lt;br /&gt;
&lt;br /&gt;
== (GIMP) ==&lt;br /&gt;
GIMP - GNU Image Manipulation Program. &amp;quot;''GIMP is a freely distributed program for such tasks as photo retouching, image composition and image authoring.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.gimp.org&lt;br /&gt;
*License: GNU-GPL&lt;br /&gt;
*Operating systems: &amp;quot;''Available for Windows, Linux, Sun Solaris, FreeBSD or Mac OS X.''&amp;quot;&lt;br /&gt;
* Plugins and other Extras: already comes with a great variety of scripts and the library can be extended with your own C, Perl, Python, or Script-Fu (Scheme) plug-ins. [http://registry.gimp.org/ Plugin repository] has tens of thousands of them either hosted or linked - use search and tags.&lt;br /&gt;
** [http://registry.gimp.org/node/70 DDS] (see below). [http://registry.gimp.org/node/69 normalmap] - create RGB normalmaps. [http://registry.gimp.org/node/77 Texturize] - create large and natural textures from a small sample. And/or [http://registry.gimp.org/node/27986 Resynthesizer] - produce a larger version of a texture, make an image tilable, remove unwanted features, apply themes to images. Some Linux repositories provide these four.&lt;br /&gt;
** [http://registry.gimp.org/node/25653 Seamless texture maker] - a little script making just about any image tileable without too obvious stitches or blur.&lt;br /&gt;
&lt;br /&gt;
== INKSCAPE . Draw Freely ==&lt;br /&gt;
&amp;quot;''INKSCAPE is a Linux &amp;amp; Windows vector graphics editor (SVG format) featuring transparency, gradients, node editing, pattern fills, PNG export, and more. Aiming for capabilities similar to Illustrator, CorelDraw, Visio, etc.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.inkscape.org&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''All 32-bit MS Windows (95/98/NT/2000/XP), All POSIX (Linux/BSD/UNIX-like OSes), Linux, OS X''&amp;quot;&lt;br /&gt;
* Extras: If you need any, try [http://plugintop.com/category/design/inkscape/ on Plugin Top].&lt;br /&gt;
&lt;br /&gt;
==LunarCell==&lt;br /&gt;
[http://www.flamingpear.com/lunarcell.html LunarCell] is a Photoshop compatible plugin that allows you to create instant planets. Create fractal, reality-based, or just strange worlds in seconds. It includes real clouds downloaded from weather satellites and comes with dozens of presets, and you can design your own planets too. LunarCell also generates maps for 3D animation, fantasy mapmaking, and QuickTime 5 cubic VR.&lt;br /&gt;
*Homepage: http://www.flamingpear.com/lunarcell.html&lt;br /&gt;
*License: Commercial&lt;br /&gt;
&lt;br /&gt;
==Spacescape==&lt;br /&gt;
Free program for making space skyboxes.&lt;br /&gt;
*Homepage: http://alexcpeterson.com/spacescape&lt;br /&gt;
*License: MIT&lt;br /&gt;
*Operating systems: Windows&lt;br /&gt;
&lt;br /&gt;
== Mandelbulber ==&lt;br /&gt;
&amp;quot;Mandelbulber is an experimental application that helps to make rendering 3D Mandelbrot fractals much more accessible. A few of the supported 3D fractals: ''Mandelbulb, Mandelbox, BulbBox, JuliaBulb, Menger Sponge, Quaternion, Trigonometric, Hypercomplex, and Iterated Function Systems (IFS)''. All of these can be combined into infinite variations with the ability to hybridize different formulas together.&amp;quot;&lt;br /&gt;
*Homepage: http://mandelbulber.com/ (also available via some Linux repositories)&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''32-bit and 64-bit for Windows, Linux, and Mac (Intel &amp;amp; PPC)''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=2D Graphic Converters=&lt;br /&gt;
&lt;br /&gt;
==GIMP DDS Plug-In==&lt;br /&gt;
This is a plugin for GIMP version 2.x. It allows you to load and save images in DirectDraw Surface (DDS) format.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://registry.gimp.org/node/70&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
&lt;br /&gt;
==GIMP Cubemap Plug-In==&lt;br /&gt;
This is a plugin for GIMP 2.8; it allows you to extract and merge cubemaps.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://registry.gimp.org/node/28709&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Operating systems: Linux&lt;br /&gt;
&lt;br /&gt;
==nVidia Texture Tools==&lt;br /&gt;
Tools (nvcompress, nvddsinfo, ...) for manipulating graphic files and optimize them for the graphic card.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://developer.nvidia.com/object/texture_tools.html&lt;br /&gt;
*License: MIT License&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
*Binaries and source (version links might be out of date, please check homepage for downloads)&lt;br /&gt;
**Windows: http://developer.download.nvidia.com/tools/texturetools2/NVIDIA_Texture_Tools_2.04.1016.0025.exe&lt;br /&gt;
** Source: http://nvidia-texture-tools.googlecode.com/&lt;br /&gt;
&lt;br /&gt;
==xNormal==&lt;br /&gt;
Application to generate normal, ambient occlusion, parallax displacement, and relief maps.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://www.xnormal.net/&lt;br /&gt;
*License: ?&lt;br /&gt;
*Operating systems: Windows, Linux under development&lt;br /&gt;
*Binaries and source&lt;br /&gt;
**Windows: http://www.xnormal.net/Downloads.aspx&lt;br /&gt;
** Source: http://www.xnormal.net/Developers.aspx&lt;br /&gt;
&lt;br /&gt;
=Image Viewers=&lt;br /&gt;
* [http://www.irfanview.com/ IrfanView] (freeware for Windows) supports the DDS image file format. You may want to add the string &amp;quot;|IMAGE|TEXTURE&amp;quot; at the end of the option &amp;quot;Load custom file types&amp;quot; under &amp;quot;Options/Set file associations&amp;quot; for smooth browsing of VS image and texture files.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/KDE KDE]'s image libraries (version &amp;gt;= 3.3.0) support reading the DDS file format, so e.g. gwenview, kview and konqueror can view texture files.&lt;br /&gt;
* [http://www.xnview.com/ XnView] is a multiplatform - Windows, Linux (also available via GetDeb repository), Mac OS - viewer/browser/convertor. Has a lot of useful side functions: it can bookmarks library, pre-cache, toggle alpha channel in preview and thumbnail with a simple key combo, read DDS files &amp;quot;as is&amp;quot; and batch rename or convert formats with two clicks.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Sound_%26_Music_Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:3D_Applications]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:3D_Applications&amp;diff=19646</id>
		<title>Links:3D Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:3D_Applications&amp;diff=19646"/>
				<updated>2014-02-15T07:39:25Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Graphic Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Converters]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=3D Modelling and animation applications=&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&amp;quot;''Blender, the open source software for 3D modeling, animation, rendering, post-production, interactive creation and playback.''&amp;quot;&amp;quot;&lt;br /&gt;
* Homepage: http://www.blender.org/&lt;br /&gt;
* Community: http://www.blenderartists.org/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: &amp;quot;''Available for Windows, Linux, Irix, Sun Solaris, FreeBSD or Mac OS X.''&amp;quot;&lt;br /&gt;
* Plugins: Python scripts. So [http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts there's a lot].&lt;br /&gt;
&lt;br /&gt;
==Wings 3D==&lt;br /&gt;
''Wings 3D is a polygon mesh modeler inspired by Nendo from Izware. Wings real strength is in modeling.''&amp;quot; Texturing&amp;amp;co is construction, but does support UV mapping and even automated it.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.wings3d.com&lt;br /&gt;
* License: BSD-style license: read license.terms&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Formats:&lt;br /&gt;
** Image: BMP, JPEG, PNG, TGA, TIFF. To use DDS textures, you'll need png/jpg version, then change names in MTL files when converting to/from BFXM.&lt;br /&gt;
** Import: Nendo .ndo, 3DStudio .3ds, Adobe Illustrator .ai, Lightwave or Modo .lwo/.lxo, Wavefront .obj, Adobe Postscript .ps/.eps, StereoLithography .stl, .SVG path.&lt;br /&gt;
** Export: Nendo .ndo, 3DStudio .3ds, BZFlag .bzf, Collada .dae, cartoon edges .eps, Kerkythea .xml, Lightwave or Modo .lwo/.lxo, Wavefront .obj, POV-Ray .pov, Renderware .rwx, StereoLithography .stl, VRML 2.0 .vrl, Directx .x.&lt;br /&gt;
* External Render: Kerkythea, POV-Ray&lt;br /&gt;
* Plugins: It uses plugin architecture, but for some reason there isn't a big library of addons written under ERLANG.&lt;br /&gt;
** See [[HowTo:Install_Wings3d#Get_and_install_the_Xmesh_Export_Plugin|&amp;quot;How To Install...&amp;quot;]] for Vegastrike XMESH Plugin (if you want to rebuild it, because it's outdated).&lt;br /&gt;
&lt;br /&gt;
==Misfit Model 3D==&lt;br /&gt;
''Misfit Model 3D is an OpenGL-based 3D model editor that works with triangle-based models. It supports multi-level undo, skeletal animations, simple texturing, command-line batch processing, and a plugin system for adding new model and image filters. Complete online help is included. The primary design goal is to be easy to use.''. No more advaced stuff - yet.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Formats: See in [http://www.misfitcode.com/misfitmodel3d/features.html Features].&lt;br /&gt;
** Fully supports: Wavefront OBJ, Milkshape MS3D, Quake MD2.&lt;br /&gt;
** Partially supports: 3DStudio (3ds) read-only via plugin, Quake MD3, Cal3d, Caligari trueSpace COB, AutoCAD DXF, Lightwave LWO read-only.&lt;br /&gt;
* Plugins: as source code only for now.&lt;br /&gt;
** 3DS import, Triangle Stripping, Texture Filter (support for gif, pnm, tiff).&lt;br /&gt;
&lt;br /&gt;
==Art of Illusion==&lt;br /&gt;
&amp;quot;''free, open source 3D modelling and rendering studio.''&amp;quot; &lt;br /&gt;
Easy to learn. Its main strength is in the procedural side (generated objects, boolean modelling, procedural textures and materials), so it's most useful for creating primary models used to bake textures and converting them into tri- or quad- meshes, as well as making effect animations or pre-rendered backgrounds. Conversely, less useful for editing meshes, though it does support skeletons, and allows to explicitly sets coordinates and edge smoothness. If you want to do it anyway, backup the source OBJ and check the result, you may need to change rounding value. Or not, if it looks good anyway.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.artofillusion.org/&lt;br /&gt;
* SourceForge: Project Info: http://aoi.sourceforge.net/&lt;br /&gt;
* Community: http://www.artofillusion.org/forums&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: &amp;quot;''Java Virtual Machine'' (cross-platform, including Windows, Linux, Solaris, Mac OS X).&amp;quot;&lt;br /&gt;
* Extras: Well-tagged plugin repository (http://aoisp.sourceforge.net/) accessible from &amp;quot;Script and Plugin Manager&amp;quot; in menu (for 2.9, [http://sourceforge.net/projects/aoi/forums/forum/47783/topic/4725836 get bugfix], or better off upgrade).&lt;br /&gt;
&lt;br /&gt;
==POV-Ray==&lt;br /&gt;
POV-Ray (Persistence of Vision Raytracer) is a high-quality, totally free tool for creating stunning three-dimensional graphics. It is available in official versions for Windows, Mac OS/Mac OS X and i86 Linux. The source code is available for those wanting to do their own ports. With its unique scripting approach and through a large base of available texture, pigment, and material functions there are almost unlimited possibilities to creating any kind of graphics.&lt;br /&gt;
&lt;br /&gt;
A terragen clone for POV-Ray can be found here: [http://www.ignorancia.org/en/index.php?page=Project_Tierra Project Tierra]&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.povray.org&lt;br /&gt;
* License: POV-Ray Licence&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
&lt;br /&gt;
==YafaRay==&lt;br /&gt;
''YafaRay is a free open-source raytracing engine.''&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.yafaray.org/&lt;br /&gt;
* License: GNU LGPL&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
&lt;br /&gt;
==Terragen==&lt;br /&gt;
Terragen is a free (for non-commercial use) scenery rendering software capable of creating photo-realistic results for landscape visualization, special effects, art and recreation.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.planetside.co.uk/terragen/&lt;br /&gt;
* License: Commercial, free for personal non-commercial use.&lt;br /&gt;
* Operating system: Windows, Macintosh&lt;br /&gt;
&lt;br /&gt;
==K3D==&lt;br /&gt;
''K-3D is free-as-in-freedom 3D modeling and animation software. It combines flexible plugins with a visualization pipeline architecture, making K-3D a versatile and powerful tool for artists.'' Not beta anymore, but a lot of features actually using the potentially powerful engine are still yet to be implemented - e.g. Texture Mapping (though it's planned).&lt;br /&gt;
&lt;br /&gt;
* Homepage http://www.k-3d.org/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Plugins: [http://www.k-3d.org/wiki/All_Plugins Lots].&lt;br /&gt;
&lt;br /&gt;
==Truevision==&lt;br /&gt;
* Homepage: http://truevision.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==AC3D==&lt;br /&gt;
''3D Graphics Modeller''&lt;br /&gt;
* Homepage: http://www.comp.lancs.ac.uk/computing/users/andy/ac3d.html&lt;br /&gt;
&lt;br /&gt;
==Anim8or==&lt;br /&gt;
''Free 3D Animation Software''&lt;br /&gt;
* Homepage: http://www.anim8or.com/&lt;br /&gt;
&lt;br /&gt;
==Pretty Poly Editor (PPE)==&lt;br /&gt;
* Homepage: http://prettypoly.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==WolfPack Entertainment==&lt;br /&gt;
* Homepage: http://wolfpack.twu.net/&lt;br /&gt;
* http://wolfpack.twu.net/Vertex/index.html&lt;br /&gt;
&lt;br /&gt;
==3D Canvas==&lt;br /&gt;
3D Canvas is a real-time 3D modeling and animation tool that incorporates an intuitive drag-and-drop approach to 3D modeling.&amp;lt;br&amp;gt;&lt;br /&gt;
The free version exports to POVRay only.&lt;br /&gt;
* Homepage: http://www.amabilis.com/&lt;br /&gt;
&lt;br /&gt;
==Panorama home page==&lt;br /&gt;
* Homepage: http://www.gnu.org/software/panorama/panorama.html&lt;br /&gt;
&lt;br /&gt;
==gSculpt==&lt;br /&gt;
* Homepage: http://gsculpt.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==G3D==&lt;br /&gt;
* Homepage: http://condor.stcloudstate.edu/%7Ehebl9901/g3d/&lt;br /&gt;
&lt;br /&gt;
==Giram==&lt;br /&gt;
* Homepage: http://www.giram.org/&lt;br /&gt;
&lt;br /&gt;
==Caligari trueSpace==&lt;br /&gt;
An old and well-rounded 3D authoring tool that in part inspired Blender. Was acquired by Microsoft in 2008, freeware for a while, discontinued in 2009 and completely closed in 2011. For those stuck with some old files, there are importers for its format to other software - e.g. in [[Links:3D_Applications#Misfit_Model_3D]].&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://web.archive.org/web/20111215025815/http://www.caligari.com/&lt;br /&gt;
* License: Varied with version. Last ones were at least free for personal non-commercial use.&lt;br /&gt;
* Operating system: Windows&lt;br /&gt;
* Extras: Lots, from Facial Animator to motion capture data support and Blender fluids to integrated online and collaboration support.&lt;br /&gt;
&lt;br /&gt;
==Innovation3D==&lt;br /&gt;
* Homepage: http://innovation3d.sourceforge.net/&lt;br /&gt;
* [http://innovation3d.sourceforge.net/roam/ Index of /roam]&lt;br /&gt;
&lt;br /&gt;
==EQUINOX 3D==&lt;br /&gt;
* Homepage: http://www.equinox3d.com/&lt;br /&gt;
&lt;br /&gt;
==Behemot==&lt;br /&gt;
* Homepage: http://sourceforge.net/projects/behemot/&lt;br /&gt;
&lt;br /&gt;
==MagicLight==&lt;br /&gt;
* Mikaels Aronssons MagicLight page: http://magiclight.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Ayam==&lt;br /&gt;
* Homepage: http://ayam.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==GooseEgg 3D==&lt;br /&gt;
* Homepage: http://gooseegg.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Dive==&lt;br /&gt;
* Homepage: http://www.sics.se/dce/dive/dive.html&lt;br /&gt;
&lt;br /&gt;
==FAMP==&lt;br /&gt;
''Free Animation and Modeling Project''&lt;br /&gt;
* Homepage: http://famp.sourceforge.net/&lt;br /&gt;
* SourceForge: Project Info: http://sourceforge.net/projects/famp&lt;br /&gt;
&lt;br /&gt;
==3dom==&lt;br /&gt;
''3dom - A3D Object Modeler''&lt;br /&gt;
* Homepage: http://threedom.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Aztec==&lt;br /&gt;
* SourceForge: Project Info: http://sourceforge.net/projects/aztec/&lt;br /&gt;
&lt;br /&gt;
==NURBS++==&lt;br /&gt;
* Homepage: http://yukon.genie.uottawa.ca/%7Elavoie/software/nurbs/&lt;br /&gt;
&lt;br /&gt;
=Addons and helper applications=&lt;br /&gt;
&lt;br /&gt;
* [[Links:Graphic Applications]]&lt;br /&gt;
&lt;br /&gt;
==Crafter==&lt;br /&gt;
&amp;quot;''The visual, procedural and structural way to create complex materials.''&amp;quot;&lt;br /&gt;
* Homepage: http://www.funnyfarm.tv/crafter/research.htm&lt;br /&gt;
&lt;br /&gt;
==G3DViewer==&lt;br /&gt;
Lightweight 3D viewer. Allows to preview models in many formats, usually much faster than loading or importing them into modeler.&lt;br /&gt;
* Homepage: http://automagically.de/g3dviewer/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: POSIX. Present in some Linux package repositories.&lt;br /&gt;
&lt;br /&gt;
==MakeHuman==&lt;br /&gt;
&amp;quot;''...software for the modelling of 3-Dimensional humanoid characters. Features [...] highly intuitive GUI and a high quality mesh, optimized to work in subdivision surface mode (for example, Zbrush). Using MakeHuman, a photorealistic character can be modeled in less than 2 minutes''&amp;quot;&lt;br /&gt;
* Homepage: http://www.makehuman.org/ (has extensive documentation section)&lt;br /&gt;
* License: GNU AGPL (code) / special (MakeHuman mesh) / CC0 (content derived from its data)&lt;br /&gt;
* Operating systems: &amp;quot;''32-bit and 64-bit for Windows, Linux, and Mac (Intel &amp;amp; PPC)''&amp;quot;&lt;br /&gt;
* Extras: MakeTarget -- &amp;quot;a new development tool to create [http://www.makehuman.org/doc/node/what_is_a_target_the_makehuman_morphing_process.html morph targets] libraries for MakeHuman&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://forums.newtek.com/discus/messages/2/5250.html?1026963476 Why Notepad is superior to Lightwave]&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Graphic Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Converters]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=19637</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=19637"/>
				<updated>2014-02-14T14:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &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/file] - The location of HQ textures directory, if any.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''UnitCSV'''&amp;lt;/code&amp;gt; [string/file] - The location of units.CSV dile.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;modunits.csv&amp;quot;&amp;lt;/code&amp;gt;&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&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== Base computer ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''high_quality_font_computer'''&amp;lt;/code&amp;gt; [boolean] - Which font type to use for base computer (font.cpp).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - uses stroke font&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; - uses bitmap font&lt;br /&gt;
** =&amp;lt;code&amp;gt;'''high_quality_font'''&amp;lt;/code&amp;gt; =&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;(default)&lt;br /&gt;
* &amp;lt;code&amp;gt;'''open_picker_categories'''&amp;lt;/code&amp;gt; [boolean] - Expands all categories in base computer.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - expands all categories by default.&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 expand the categories.&lt;br /&gt;
&lt;br /&gt;
==== Weapons and shields ====&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, Bolt (only) effects will appear stretched to this fraction of the distance they traveled since the last calculation, compensating for Length - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame.&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 mount models. Mounts with '''xyscale'''=0 or '''zscale'''=0 (in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) are not drawn anyway.&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;
** {{Fixme}} Most need extra setup - renaming (or symlinking) to weapon names. Razor needs resizing (20x times) and some shift, this thing's about the size of Gawain!&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_xyscale'''&amp;lt;/code&amp;gt; [float] - Scaling of mount models, lateral.&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;'''weapon_zscale'''&amp;lt;/code&amp;gt; [float] - Scaling of mount models, longitudal.&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;'''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;'''tractor.scoop'''&amp;lt;/code&amp;gt; [boolean] - Turns on &amp;quot;scooping cone&amp;quot; tractor beams. {{Fixme}} Currently is ''not'' the same as in &amp;lt;code&amp;gt;physics/'''tractor.scoop'''&amp;lt;/code&amp;gt; - this one affects drawing, so you need both.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; No cone, tractor/repulsor beams are processed just like normal beams.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop cone. Corresponds to &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&amp;lt;/code&amp;gt;, but is separate from it.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_alpha_multiplier'''&amp;lt;/code&amp;gt; [float] {{Fixme}} .&lt;br /&gt;
** &amp;lt;code&amp;gt;2.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_long_slices'''&amp;lt;/code&amp;gt; [integer] - Number of slices in a scoop beam cone.&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;'''tractor.scoop_rad_slices'''&amp;lt;/code&amp;gt; [integer] - Number of slices in a scoop beam cone. Must be odd.&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;
&lt;br /&gt;
==== Death ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''show_respawn_text'''&amp;lt;/code&amp;gt; - Prints the fixed text &amp;quot;&amp;lt;span style=&amp;quot;color:#ff5555&amp;quot;&amp;gt;You Have Died!&amp;lt;/span&amp;gt; Press &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;;&amp;lt;/span&amp;gt; (semicolon) to respawn Or Press &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;Esc and 'q'&amp;lt;/span&amp;gt; to quit&amp;quot;. Mostly obsolete due to death screen.&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;'''death_scene_time'''&amp;lt;/code&amp;gt; [float] - Death screen delay (i.e. how long you get to see scattering fragments of your ship).&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''death_menu_script'''&amp;lt;/code&amp;gt; [string/file] - Python script to be executed after &amp;lt;code&amp;gt;'''death_scene_time'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If empty, show &amp;quot;died.sprite&amp;quot;, or if this fails, &amp;quot;died.spr&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Views ====&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;'''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_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;'''draw_cockpit_from_chase_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_panning_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Pan view. HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_target_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Target view. HUD-only cockpit doesn't add much without VDUs.&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;'''draw_cockpit_from_padlock_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw cockpit in Padlock (Pan Inside) view (&amp;quot;Cockpit::ViewTarget&amp;quot; command). HUD-only cockpit doesn't add much without VDUs.&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;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). If used, the only differences are lack of crosshair and view slightly shifted down (as camera is on top of and behind the ship).&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;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Pan view.&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;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Target view.&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;'''draw_vdus_from_padlock_cam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw HUD panels in Padlock view - same as Pan Inside (&amp;quot;Cockpit::ViewTarget&amp;quot; command).&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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== warp graphics ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''only_stretch_in_warp'''&amp;lt;/code&amp;gt; [boolean] - Don't stretch ship models if not in warp.&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;'''warp_stretch_cutoff'''&amp;lt;/code&amp;gt; [float] - Don't stretch ship models if below this velocity. Show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; when velocity raises above this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;500000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;'''warp_stretch_decel_cutoff'''&amp;lt;/code&amp;gt; [float] - Show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; when velocity drops below this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;500000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&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;'''warp_stretch_max_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&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;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt; [float] - Chooses a different warp stretch formula when velocity is above this.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;240000&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;'''warp_stretch_max'''&amp;lt;/code&amp;gt; [float] - Maximum stretch above &amp;lt;code&amp;gt;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;2&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;'''warp_stretch_region0_max'''&amp;lt;/code&amp;gt; [float] - Maximum stretch up to &amp;lt;code&amp;gt;'''warp_stretch_max_region0_speed'''&amp;lt;/code&amp;gt;.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; [string/file] - Animation to show on passing velocity threshold &amp;lt;code&amp;gt;'''warp_stretch_cutoff'''&amp;lt;/code&amp;gt; (up) or &amp;lt;code&amp;gt;'''warp_stretch_decel_cutoff'''&amp;lt;/code&amp;gt; (down).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;warp.ani&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_ani_second_ahead'''&amp;lt;/code&amp;gt; [float] - How far ahead to show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; on acceleration.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insys_jump_ani_second_ahead_end'''&amp;lt;/code&amp;gt; [float] - How far ahead to show &amp;lt;code&amp;gt;'''insys_jump_animation'''&amp;lt;/code&amp;gt; on deceleration.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.03&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== startup ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''default_boot_message'''&amp;lt;/code&amp;gt; [string] - Boot message.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''initial_boot_message'''&amp;lt;/code&amp;gt; [string] - Falls back to this if &amp;lt;code&amp;gt;graphics/default_boot_message&amp;lt;/code&amp;gt; is empty.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;Loading...&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''splash_screen'''&amp;lt;/code&amp;gt; [string/file] - Splash screen collection .ani file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;vega_splash.ani&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''splash_audio'''&amp;lt;/code&amp;gt; [string/file] - Sound to play during splash screens.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''main_menu'''&amp;lt;/code&amp;gt; [boolean] - Whether to display the main menu upon boot. Single player game / Multiplayer game / Exit. Missions and thus custom main menu is loaded after that.&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;'''startup_cockpit_view'''&amp;lt;/code&amp;gt; [string] - The view chosen on start.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;front&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;view_target&amp;quot; | &amp;quot;back&amp;quot; | &amp;quot;chase&amp;quot;&amp;lt;/code&amp;gt; - other valid choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== miscellaneous ====&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;'''cockpit_shake'''&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;'''cockpit_shake_max'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;20&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_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;'''shake_limit'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''shake_magnitude'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cockpit_drift_limit'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cockpit_drift_amount'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;0.15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;0.05&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;'''cockpit_drift_ref_accel'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_magnitude'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;0.125&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_shake_ref'''&amp;lt;/code&amp;gt; [float] - Clamped to &amp;gt;=1. {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&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;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - default reflection level, in range 0.0 - 1.0 (1.0 = very shiny)&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;'''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;'''high_quality_font'''&amp;lt;/code&amp;gt; [boolean] - Which font type to use for the HUD (hud.cpp). Standard setup depends on the video card choice.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  - uses stroke font&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; - uses bitmap font&lt;br /&gt;
* &amp;lt;code&amp;gt;'''show_stardate'''&amp;lt;/code&amp;gt; [boolean] - Shows star date in base computer and cargo manifest. &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; - shows star date.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - does not show star date.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''generic_cargo_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected cargo (upgrades). In degrees per second(?).&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;'''cargo_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected cargo (normal). In degrees per second(?).&lt;br /&gt;
** &amp;lt;code&amp;gt;60&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_rotation_speed'''&amp;lt;/code&amp;gt; [float] - Rotation set for ejected generic cargo (pilot). In degrees per second(?).&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;'''cargo_rotates_at_same_speed'''&amp;lt;/code&amp;gt; [boolean] - {{FIXME}}&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;'''only_scanner_modes_static'''&amp;lt;/code&amp;gt; [boolean] - Static appearing on VDU when damaged is limited to modes Comm, TargetManifest, Target, Nav, View and Webcam.&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;'''draw_docking_boxes'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw docks.&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;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw nav symbol if the target is: a Neutral unit or asteroid or out of range or a celestial object with lights or a jump point (only when &amp;lt;code&amp;gt;'''draw_jump_target_nav_symbol'''&amp;lt;/code&amp;gt;=true). {{FIXME}} Does it even work now?&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;'''draw_jump_target_nav_symbol'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw nav symbol Does anything only if &amp;lt;code&amp;gt;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt;=true. {{FIXME}} Does it even work now?&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;'''lock_significant_target_box'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw lock-box around &amp;quot;significant&amp;quot; targets. Used in cases when &amp;lt;code&amp;gt;'''draw_target_nav_symbol'''&amp;lt;/code&amp;gt; isn't.&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; - Target boxes around stations are drawn normally.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Target boxes around stations are always &amp;quot;not locked&amp;quot; even if player's missiles are.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''nav_symbol_size'''&amp;lt;/code&amp;gt; [float] - Nav symbol size. {{FIXME}} Does it even work now?&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''locklight_time'''&amp;lt;/code&amp;gt; [float] - Time to light &amp;quot;Lock&amp;quot; and &amp;quot;Missile Lock&amp;quot; gauges.&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;'''damage_flash_length'''&amp;lt;/code&amp;gt; [float] - Damage flash time.&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;'''flash_behind_hud'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw the damage flash behind or before HUD.&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;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt; [boolean] - Currently a duplicate, use the one in &amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt; instead.&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; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&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;'''UnitSwitchCockpitChange'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;SwitchControl&amp;lt;/small&amp;gt; command changes the cockpit (to appropriate for the new unit, if  &amp;lt;code&amp;gt;'''SwitchCockpitToDefaultOnUnitSwitch'''&amp;lt;/code&amp;gt; is &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;&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;'''SwitchCockpitToDefaultOnUnitSwitch'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;SwitchControl&amp;lt;/small&amp;gt; command changes the cockpit to default.&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;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;'''comm_static'''&amp;lt;/code&amp;gt; [string/file] - Comm static .ani file.&lt;br /&gt;
** &amp;lt;code&amp;gt;static.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;'''can_target_sun'''&amp;lt;/code&amp;gt; [boolean] - Whether stars can be targetted. They don't appear in lists, so only with Pick Target.&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;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;'''can_target_asteroid'''&amp;lt;/code&amp;gt; [boolean] - Whether asteroids can be targetted.&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;'''can_target_cargo'''&amp;lt;/code&amp;gt; [boolean] - Whether cargo can be targetted as units.&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;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;'' Nothing in SVN code.&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;
* &amp;lt;code&amp;gt;'''smooth_lines'''&amp;lt;/code&amp;gt; [boolean] - Whether to smooth while drawing lines.&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;'''smooth_points'''&amp;lt;/code&amp;gt; [boolean] - Whether to smooth while drawing points.&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;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarRange'''&amp;lt;/code&amp;gt;  [float] - Default radar range.&lt;br /&gt;
** &amp;lt;code&amp;gt;20000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;30000000000&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;'''radarType'''&amp;lt;/code&amp;gt; [string] {{Fixme}} - It was completely disabled lately.&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;'''display_warp_energy_if_no_jump_drive'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;WARPENERGY&amp;lt;/small&amp;gt; gauge should be displayed when the ship has no jump drive.&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;'''display_relative_velocity'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;lt;small&amp;gt;KPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;SETKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXCOMBATKPS&amp;lt;/small&amp;gt;, &amp;lt;small&amp;gt;MAXCOMBATABKPS&amp;lt;/small&amp;gt; gauges show relative velocity.&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;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [boolean] - 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;'''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  (&amp;quot;Cockpit::Behind&amp;quot; command, 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;'''crosshairs_on_chasecam'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw crosshairs in Chase Cam view (&amp;quot;Cockpit::Behind&amp;quot; command). Note that crosshairs are noticeably displaced.&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;'''crosshairs_on_padlock'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw crosshairs in Padlock (Pan Inside) view (&amp;quot;Cockpit::ViewTarget&amp;quot; command). {{Fixme}} In the current form, not very useful, since by definition it's centered on the target - and drags crosshairs with it, instead of using them to indicate course and weapons' aim.&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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line (from the target to its ITTS marker).&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;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. {{FIXME}} Currently starts at the selected target's center and extends toward some fixed point. Allows drawLineToTargetsTarget.&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;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your target and its target, if  &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; is enabled. {{FIXME}} Currently does the same as drawLineToTarget.&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;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [boolean] - Does not seem to work (on 7th March 2004). {{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;
* &amp;lt;code&amp;gt;'''text_background_alpha'''&amp;lt;/code&amp;gt; [float] - Sets the opacity of text on the hud display&lt;br /&gt;
** &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; - any positive value between 0.0 (complete transparency) and 1.0 (no trasparency)&lt;br /&gt;
** &amp;lt;code&amp;gt;0.0625&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NavCrossLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of navigation symbols.&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;'''no_auto_light_below'''&amp;lt;/code&amp;gt;  [float] - Don't light &amp;lt;small&amp;gt;AUTOPILOT&amp;lt;/small&amp;gt; gauge if closer than this.&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&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_rendered_crosshairs'''&amp;lt;/code&amp;gt; - Currently duplicated in &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;, but this one overrides.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&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_rendered_crosshairs'''&amp;lt;/code&amp;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;'''debug_position'''&amp;lt;/code&amp;gt; [boolean] - Prints data about the player's ship and target position and velocity.&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;'''draw_weapon_sprite'''&amp;lt;/code&amp;gt; [boolean] - Draw mount locations (in cylindrical projection), over the ship's picture on VDU.&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;
==== Target Boxes ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''BoxLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of target boxes.&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;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt; [boolean] - 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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display.&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;'''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;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt; [boolean] - Display every unit (but not planets / jumps) in boxes.&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; - Only selected target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt; [float] - Minimum target box size.&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;&lt;br /&gt;
&lt;br /&gt;
==== Tactical Target Box ====&lt;br /&gt;
It's drawn on the player's flightgroup target, as given by orders &amp;quot;Defend my target&amp;quot;/&amp;quot;Attack my target&amp;quot;. Or &amp;quot;Form Up&amp;quot;, if you switch ships and look at the one which gave the order.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTacticalTarget'''&amp;lt;/code&amp;gt; [boolean] -  {{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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetThickness'''&amp;lt;/code&amp;gt;  [float] - Line thickness.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetFoci'''&amp;lt;/code&amp;gt;  [float] - How far out middle point of X-lines are.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; centered at the target box's corners.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TacTargetLength'''&amp;lt;/code&amp;gt;  [float] - X-lines length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== lock: common ====&lt;br /&gt;
All sizes are relative to the target box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondLineThickness'''&amp;lt;/code&amp;gt;  [float] - Thickness of locking diamond.&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;'''min_lock_box_size'''&amp;lt;/code&amp;gt; [float] - Minimum lock target box size.&lt;br /&gt;
** &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MaxMissileBracketSize'''&amp;lt;/code&amp;gt; [float] - Maximum locking reticle size.&lt;br /&gt;
** &amp;lt;code&amp;gt;2.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MinMissileBracketSize'''&amp;lt;/code&amp;gt; [float] - Minimum locking reticle size.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketSize'''&amp;lt;/code&amp;gt; [float] - Locking reticle brackets (corners/T-arrows) size.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.58&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''LockCenterCrosshair'''&amp;lt;/code&amp;gt; [boolean] - Locking reticle is with the converging crosshair.&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; - Rotating corners converge on the target box, diamond.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Crosshair T-arrows on 4 sides of the target box and stay there.&lt;br /&gt;
&lt;br /&gt;
==== lock reticle: diamond, corners ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondSize'''&amp;lt;/code&amp;gt; [float] - Locking diamond size.&lt;br /&gt;
** &amp;lt;code&amp;gt;2.05&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DiamondRotationSpeed'''&amp;lt;/code&amp;gt; [float] - Locking diamond rotation.&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;'''LockConfirmLineLength'''&amp;lt;/code&amp;gt;  [float] - Length of the side lines on confirmed lock.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== lock reticle: crosshair arrows ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketWidth'''&amp;lt;/code&amp;gt; [float] - Width of sides for T-arrows.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RotatingBracketInner'''&amp;lt;/code&amp;gt; [boolean] - &amp;quot;T&amp;quot; crossline is on the inner side of converging crosshair reticle.&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;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Sound'''&amp;lt;/code&amp;gt; [boolean] - Sound on.&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;'''Volume'''&amp;lt;/code&amp;gt; [float] - Default volume.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Music'''&amp;lt;/code&amp;gt; [boolean] - Music on.&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;'''music_layers'''&amp;lt;/code&amp;gt; [integer] - Layers.&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;'''music_volume'''&amp;lt;/code&amp;gt; [float] - Default volume.&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;'''music_volume_up_latency'''&amp;lt;/code&amp;gt; [float] - Volume up latency.&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_volume_down_latency'''&amp;lt;/code&amp;gt; [float] - Volume down latency.&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;'''music_muting_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade-out.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_muting_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade-in. {{FIXME}} Should have a separate variable, of course.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''music_fadein'''&amp;lt;/code&amp;gt; [float] - Fade in. (sound server)&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;'''music_fadeout'''&amp;lt;/code&amp;gt; [float] - Fade out. (sound server)&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;'''cross_fade_music'''&amp;lt;/code&amp;gt; [boolean] - Cross-fading on track change.&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;'''pierce_firewall'''&amp;lt;/code&amp;gt; [boolean] - Sound server pipes.&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;'''frequency'''&amp;lt;/code&amp;gt; [integer] - Sampling frequency.&lt;br /&gt;
** &amp;lt;code&amp;gt;48000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MaxSingleSounds'''&amp;lt;/code&amp;gt; [integer] - Number of channels.&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;'''MaxTotalSounds'''&amp;lt;/code&amp;gt; [integer] - Number of channels.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''sound_gain'''&amp;lt;/code&amp;gt; [float] - Default sound gain.&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Positional'''&amp;lt;/code&amp;gt; [boolean] - Positional sound.&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;'''Doppler'''&amp;lt;/code&amp;gt; [boolean] - Doppler effect.&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;'''DopplerScale'''&amp;lt;/code&amp;gt; [float] - Doppler effect scaling.&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; {{FIXME}}&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; in different places&lt;br /&gt;
&lt;br /&gt;
===context music===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''newssong'''&amp;lt;/code&amp;gt; [string/file] - News (base computer) tune.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/news1.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''missionvictorysong'''&amp;lt;/code&amp;gt; [string/file] - Mission accomplished.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/victory.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loading_sound'''&amp;lt;/code&amp;gt; [string/file] - Loading tune.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/loading.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cache_songs'''&amp;lt;/code&amp;gt; [string/file] - Default pre-cached track. {{FIXME}}&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;../music/land.ogg&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''battleplaylist''', '''peaceplaylist''', '''panicplaylist''', '''victoryplaylist''', '''lossplaylist'''&amp;lt;/code&amp;gt; [string/file] - The background music playlists for contexts.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;battle.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;peace.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;panic.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;victory.m3u&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;loss.m3u&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shuffle_songs'''&amp;lt;/code&amp;gt; [boolean] - Randomize playlists.&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;'''shuffle_songs.history_depth'''&amp;lt;/code&amp;gt; [float] - Shuffling parameter.&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;'''shuffle_songs.clear_history_on_list_change'''&amp;lt;/code&amp;gt; [boolean] - Shuffling parameter.&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;'''dj_script'''&amp;lt;/code&amp;gt; [string/file] - Python script.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;modules/dj.py&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===event sounds===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_ref_distance'''&amp;lt;/code&amp;gt; [float] - Base distance to sound sources.&lt;br /&gt;
** &amp;lt;code&amp;gt;4000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_max_distance'''&amp;lt;/code&amp;gt; [float] - Maximum distance to sound sources.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''audio_cutoff_distance'''&amp;lt;/code&amp;gt; [float] - Maximum range of sound events.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''high_quality_weapon'''&amp;lt;/code&amp;gt; [boolean] - Weapon sounds are processed separately and don't drown each other, for the player's ship, when in cockpit.&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;'''ai_high_quality_weapon'''&amp;lt;/code&amp;gt; [boolean] - Weapon sounds are processed separately and don't drown each other, for NPC units.&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;'''ai_sound'''&amp;lt;/code&amp;gt; [boolean] - NPC units sound.&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;'''max_range_to_hear_weapon_fire'''&amp;lt;/code&amp;gt; [float] - Maximum distance for weapon sounds.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gain'''&amp;lt;/code&amp;gt; [float] - Weapon sounds gain, for the player's ship, when in cockpit.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''exterior_weapon_gain'''&amp;lt;/code&amp;gt; [float] - Weapon sounds gain.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''min_weapon_sound_refire'''&amp;lt;/code&amp;gt; [float] - Weapon sounds repeating period low cap.&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;'''explosion_closeness'''&amp;lt;/code&amp;gt; [float] - {{FIXME}}&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''automatic_docking_zone'''&amp;lt;/code&amp;gt; [string/file] - Auto landing. It's played as a positioned event unlike the rest of landing sounds in &amp;lt;code&amp;gt;cockpitaudio/&amp;lt;/code&amp;gt; section which are queried as cockpit sounds. {{Fixme}} Currently played with probability 0.5 instead of &amp;lt;code&amp;gt;cockpitaudio/docking_complete&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;automatic_landing_zone.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''damage_factor_for_sound'''&amp;lt;/code&amp;gt; [float] - How much of damage to armor should be done to make a sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''buzzing_needs_afterburner'''&amp;lt;/code&amp;gt; [boolean] - Engine sound: with afterburner only / always.&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;'''afterburner_gain'''&amp;lt;/code&amp;gt; [float] - Engine sound gain.&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;'''buzzing_time'''&amp;lt;/code&amp;gt; [float] - Buzzing-by period.&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;'''buzzing_distance'''&amp;lt;/code&amp;gt; [float] - Buzzing-by distance. If another unit flies closer than this, a buzz is produced.&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;
{{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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_tractor_cargo'''&amp;lt;/code&amp;gt; [string/file] - Play when cargo is tractored in by the ship.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;tractor_onboard.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_tractor_cargo_fromturret'''&amp;lt;/code&amp;gt; [string/file] - Played when cargo is tractored in by the ship's subunit.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;tractor_onboard.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jumpleave'''&amp;lt;/code&amp;gt; [string/file] - Played when jumping.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jumparrive'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_armor_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;bigarmor.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_hull_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;bigarmor.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_shield_hit'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;shieldhit.wav&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''player_afterburner'''&amp;lt;/code&amp;gt; [string/file] - Afterburner buzz sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx10.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking'''&amp;lt;/code&amp;gt; [string/file] - Locking-in-progress sound.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locking.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_torp'''&amp;lt;/code&amp;gt; [string/file] - The same, but for weapons with &amp;quot;SPECIALMISSILE&amp;quot; mount flag.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locking.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_trumps_music'''&amp;lt;/code&amp;gt; [boolean] - Mutes music. With comment &amp;quot;//enables spiffy wc2 torpedo music, default to normal though&amp;quot;.&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;'''locking_torp_trumps_music'''&amp;lt;/code&amp;gt; [boolean] - Again, the same for weapons with &amp;quot;SPECIALMISSILE&amp;quot; mount flag.&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;'''locked'''&amp;lt;/code&amp;gt; [string/file]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;locked.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== default unit sounds ====&lt;br /&gt;
Default values for Sound column in units.csv or XML unit file. {{FIXME}} There are obvious flaws in current &amp;lt;code&amp;gt;unit_xml.cpp&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;unit_csv.cpp&amp;lt;/code&amp;gt;, from multi-purpose variables to names discrepancy, to absent default files.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx09.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; shieldhit&lt;br /&gt;
* &amp;lt;code&amp;gt;'''armor'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx08.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; armorhit&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx08.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; hullhit&lt;br /&gt;
* &amp;lt;code&amp;gt;'''explode'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; jump&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;explosion.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; explode&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cloak'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx43.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; cloak&lt;br /&gt;
* &amp;lt;code&amp;gt;'''afterburner'''&amp;lt;/code&amp;gt; [string/file] &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;sfx10.wav&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; engine&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_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;
&lt;br /&gt;
=== startup ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pitch'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&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;'''roll'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&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;'''yaw'''&amp;lt;/code&amp;gt; [float] - Default unit orientation.&lt;br /&gt;
** =&amp;lt;code&amp;gt;'''roll'''&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''galaxy'''&amp;lt;/code&amp;gt; [string/file] - Game universe, galaxy definition file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;milky_way.xml&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''default_mission'''&amp;lt;/code&amp;gt; [string/file] - Default mission pathname.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;test/test1.mission&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;main_menu.mission&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''load_last_savegame'''&amp;lt;/code&amp;gt; [boolean] - Loads the savegame on start. Single-player only.&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;
=== miscellanneous ===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''remove_impossible_downgrades'''&amp;lt;/code&amp;gt; [boolean] - {{FIXME}}&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;'''PercentageSpeedChangeToFaultSearch'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Related to minimum course deviation to scramble cargo manifest.&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;'''dockingtime'''&amp;lt;/code&amp;gt; [float] - How long the landing clearance stays.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''fuel_docking_fee'''&amp;lt;/code&amp;gt; [float] - If a ship is refueled due to &amp;lt;code&amp;gt;physics/'''MinimumWarpCapToRefuelDockeesAutomatically'''&amp;lt;/code&amp;gt;, take this much credits.&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;'''docking_fee'''&amp;lt;/code&amp;gt; [float] - Take this much credits upon landing.&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== communication ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''CommResponseTime'''&amp;lt;/code&amp;gt; [float] - An average time of communication message processing.&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;&amp;gt; 0.001&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(enforced minimum)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''talking_faster_helps'''&amp;lt;/code&amp;gt; [boolean]&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; - Spamming messages helps to adjust relations.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Unit will not react if it did not answer previous messages.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''talk_relation_factor'''&amp;lt;/code&amp;gt; [float] - The multiplier for relation adjustments from communications.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''can_dock_to_enemy_base'''&amp;lt;/code&amp;gt; [boolean] - Allows docking to bases even if below &amp;lt;code&amp;gt;min_docking_relationship&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_docking_relationship'''&amp;lt;/code&amp;gt; [float] - Can't dock if the receiving ship's relation with visitor is worse than this value.&lt;br /&gt;
** &amp;lt;code&amp;gt;-.002&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DockedToScript'''&amp;lt;/code&amp;gt; [string/file] - Python script executed every time an unit docks, with the docking ship as &amp;lt;small&amp;gt;ScratchUnit&amp;lt;/small&amp;gt; and the base as its target.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dock_to_area'''&amp;lt;/code&amp;gt; [boolean] - Docking doesn't fail.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts actually perform depends on these parameters.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt; [boolean] - Hardcoded AI scripts are allowed to use afterburner for most basic maneuvers.&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;'''use_afterburner_to_follow'''&amp;lt;/code&amp;gt; - Hardcoded AI scripts are allowed to use afterburner to approach the target in maneuvers such as ''&amp;lt;code&amp;gt;AfterburnTurnTowards[ITTS]&amp;lt;/code&amp;gt;''. The afterburner should be also allowed in &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt; for sub-maneuvers.&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;'''use_afterburner_to_run'''&amp;lt;/code&amp;gt; - Hardcoded AI scripts are allowed to use afterburner to run away via &amp;lt;code&amp;gt;AfterburnTurnAway&amp;lt;/code&amp;gt; maneuver. {{FIXME}} Currently seems to be defunct: will try to afterburn anyway if the afterburner is allowed by &amp;lt;code&amp;gt;'''use_afterburner'''&amp;lt;/code&amp;gt;, but uses an order that will not afterburn if prohibited by &amp;lt;code&amp;gt;'''use_afterburner'''&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''evasion_angle'''&amp;lt;/code&amp;gt; [float] - The angle AI turns while evading, via &amp;lt;code&amp;gt;EvadeWavy&amp;lt;/code&amp;gt; maneuver.&lt;br /&gt;
** &amp;lt;code&amp;gt;45&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_distance'''&amp;lt;/code&amp;gt; [float] - The common multiplier for distances (also proportional to the sum of the unit's and target's sizes) in &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt; orders.&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;'''loop_around_destination_distance'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;20.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_destination_vertical'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_destination_lateral'''&amp;lt;/code&amp;gt; [float] - One of trajectory-forming range multipliers for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;4.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_range_percent_ok'''&amp;lt;/code&amp;gt; [float] - Multiplier to the gun range affecting the preferred distance for orders &amp;lt;code&amp;gt;LoopAround[Agro]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FacePerpendicular&amp;lt;/code&amp;gt;. &lt;br /&gt;
** &amp;lt;code&amp;gt;0.66&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''loop_around_pursuit_velocity_percent'''&amp;lt;/code&amp;gt; [float] - Velocity adjustment rate for orders &amp;lt;code&amp;gt;LoopAround&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FacePerpendicular&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''roll_order_duration'''&amp;lt;/code&amp;gt; [float] - Duration of steering to the max done by the orders &amp;lt;code&amp;gt;RollLeftHard&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;RollRightHard&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== relations ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''kill_factor'''&amp;lt;/code&amp;gt; [float] - How much relations with a faction is affected by killing their units.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''friend_factor'''&amp;lt;/code&amp;gt; [float] - How much relations with a faction is affected by killing other units (proportional to their relations).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SPEC autopilot ====&lt;br /&gt;
A lot of thing may happen when the player presses &amp;quot;ASAP&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_cone'''&amp;lt;/code&amp;gt; [float] (dot product) - How close the ship should be aimed to the destination's direction to engage SPEC.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_energy_to_enter_warp'''&amp;lt;/code&amp;gt; [float] (warp cap units) - Minimum of warp capacitor energy at which ship will engage SPEC when traveling to a destination.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.33&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''match_velocity_of_pursuant'''&amp;lt;/code&amp;gt; [boolean] - Whether trying to engage SPEC autopilot will double as a command to match speed.&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;'''match_velocity_cone'''&amp;lt;/code&amp;gt; [float] (dot product) - How far the ship should be aimed from the destination's direction to try and match velocity under &amp;lt;code&amp;gt;match_velocity_of_pursuant&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;-0.8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''too_close_for_warp_tactic'''&amp;lt;/code&amp;gt; [float] (m) - How far the target should be to warrant trying warp - the hard limit. {{FIXME}} Except it's broken and &amp;lt;code&amp;gt;too_close_for_warp_in_formation&amp;lt;/code&amp;gt; is mostly used instead whether it should be or not.&lt;br /&gt;
** &amp;lt;code&amp;gt;13000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''too_close_for_warp_in_formation'''&amp;lt;/code&amp;gt; [float] (m) - How far the target should be to warrant trying warp when pursuing a ship - the hard limit.&lt;br /&gt;
** &amp;lt;code&amp;gt;1500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_allowable_travel_time'''&amp;lt;/code&amp;gt; [float] (s) - Used to determine whether it's worth warping to. If the distance to the destination can be covered in this many seconds on the ship's maximum combat speed, it's not worth warping. If it can't be reached in 5x this time, it is worth warping. In between, SPEC will not be engaged if it's so close that there will be no time to ramp it down (check &amp;lt;code&amp;gt;autopilot_ramp_warp_down&amp;lt;/code&amp;gt; and compare warp travel time with &amp;lt;code&amp;gt;warprampdowntime&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== miscellaneous ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dockOnLoad'''&amp;lt;/code&amp;gt; [boolean] - Whether the player's ship is docked upon loading. No efffect in network game.&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;'''eject_attacks'''&amp;lt;/code&amp;gt; [boolean] - Whether ejected pilots has aggresive AI.&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;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''EscortDistance'''&amp;lt;/code&amp;gt; [float] - The base distance from the leader unit AI will try to reach while executing &amp;quot;form on my wing&amp;quot; and &amp;quot;prepare for tractoring&amp;quot; orders: this value times the sum of leader's and unit's sizes.&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;'''TurnLeaderDist'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Another distance multiplier used to execute &amp;quot;form on my wing&amp;quot;, &amp;quot;prepare for tractoring&amp;quot; and &amp;quot;pick up an ejected pilot&amp;quot; orders.&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;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MissileProbability'''&amp;lt;/code&amp;gt; [float] - How likely AI is to fire a missile, if it's already locked. Appliable to turrets as well.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Aggressivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''TurretDotCutoff'''&amp;lt;/code&amp;gt; [float] - How much the turret should be turned toward the target to make an attack decision. The dot product of a turret's normal (or it seems so) and the vector to a target is compared to this value, hence the name.&lt;br /&gt;
** &amp;lt;code&amp;gt;.4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''InWeaponRange'''&amp;lt;/code&amp;gt; [float] - How close relative to a weapon's range the target should be to make an attack decision.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.2&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;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''filter_expensive_cargo'''&amp;lt;/code&amp;gt; [boolean] - Filter from the upgrades list all cargo too expensive to buy.&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;'''min_cargo_price'''&amp;lt;/code&amp;gt; [float] - Absolute minimum value of cargo.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_price_quant_adj'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''min_price_quant_adj'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''price_quant_adj_power'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&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;'''price_recenter_factor'''&amp;lt;/code&amp;gt; [float] - Weight for averaging random prices. With 0 random deviation is full, with 1 it will be halved, etc.&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; - Cargo Price = Basic price&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;master_part_list.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt; * (price&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt; - pricestddev&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt;) + 2*(0..1)*pricestddev&amp;lt;sup&amp;gt;&amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;&amp;lt;/sup&amp;gt;  {{Fixme}} - which is wrong.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''space_junk_price'''&amp;lt;/code&amp;gt; [float] - Default price for &amp;quot;Space junk&amp;quot;.&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;'''news_from_cargolist'''&amp;lt;/code&amp;gt; [boolean] - Generate news from mission list as opposed to saved games. Disabled in network games.&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== autopilot and teleport ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ai_pilot_when_in_turret'''&amp;lt;/code&amp;gt; [boolean] - Switching to turret will let AI pilot the ship, just like switching to another ship does.&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;'''autopilot_terminate'''&amp;lt;/code&amp;gt; [boolean] - Autopilot stops at a distance from the destination defined in &amp;lt;code&amp;gt;'''auto_pilot_termination_distance'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;'''auto_pilot_termination_distance_enemy'''&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''auto_pilot_termination_distance'''&amp;lt;/code&amp;gt; [float] - Distance to the destination. It takes into account the closest docking port (if any), which for planets adds &amp;lt;code&amp;gt;'''planet_port_min_size'''&amp;lt;/code&amp;gt;*radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;6000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''auto_pilot_termination_distance_enemy'''&amp;lt;/code&amp;gt; [float]&lt;br /&gt;
** &amp;lt;code&amp;gt;24000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; {{Fixme}} &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; for autopilot. Used if the destination targets the unit&lt;br /&gt;
** =&amp;lt;code&amp;gt;auto_pilot_termination_distance&amp;lt;/code&amp;gt; {{Fixme}} &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; for insystem jumps. Seriously, it's defined through another variable.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''can_auto_through_planets'''&amp;lt;/code&amp;gt; [boolean] - Used only if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''teleport_autopilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;false&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;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; [float] - Multiplier for basic jump energy (&amp;lt;code&amp;gt;x 100 MJ&amp;lt;/code&amp;gt;), if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Also, the measure of SPEC drive power (this much energy is expended in )&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&amp;lt;/code&amp;gt; [boolean] - Whether local teleport is allowed.&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;'''teleport_autopilot'''&amp;lt;/code&amp;gt; [boolean] - Teleport, used only if &amp;lt;code&amp;gt;'''insystem_jump_or_timeless_auto-pilot'''&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;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;'''friendly_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''neutral_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&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;'''hostile_auto_radius'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;1000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_asteroid_distance'''&amp;lt;/code&amp;gt; [float] - Conditional distance adjustment for autopilot.&lt;br /&gt;
** &amp;lt;code&amp;gt;-100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== SPEC ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed equals &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; (default 0.1) &amp;lt;code&amp;gt;x 100 MJ&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''fuel_equals_warp'''&amp;lt;/code&amp;gt; [boolean] - Whether warpenergy = fuel. Internally named &amp;quot;WCfuelhack&amp;quot;.&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;'''warpMaxEfVel'''&amp;lt;/code&amp;gt; [float] - Maximum velocity with SPEC.&lt;br /&gt;
** &amp;lt;code&amp;gt;2960881320&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;29202510832.6&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpMultiplierMin'''&amp;lt;/code&amp;gt; [float] - Minimum warp speed multiplier. Multiplied by the ship's Warp_Min_Multiplier value.&lt;br /&gt;
** &amp;lt;code&amp;gt;9.86960440109&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpMultiplierMax'''&amp;lt;/code&amp;gt; [float] - Maximum warp speed multiplier. Multiplied by the ship's Warp_Max_Multiplier value.&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;300000000&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autopilot_ramp_warp_down'''&amp;lt;/code&amp;gt; [boolean] - Whether autopilot should consider ramp down time.&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;'''warprampuptime'''&amp;lt;/code&amp;gt; [float] - Time to change warp multiplier from 1.0 to maximum possible at this location when SPEC is activated.&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;'''computerwarprampuptime'''&amp;lt;/code&amp;gt; [float] - As &amp;lt;code&amp;gt;physics/warprampuptime&amp;lt;/code&amp;gt;, but for non-player units.&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;'''warprampdowntime'''&amp;lt;/code&amp;gt; [float] - Time to change warp multiplier from maximum possible at this location down to 1.0 when SPEC is deactivated.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''minwarpeffectsize'''&amp;lt;/code&amp;gt; [float] - Minimum size of the other objects for warp interdiction purpose (everything is considered having radial size no less than this).&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxwarpeffectsize'''&amp;lt;/code&amp;gt; [float] - Maximum size of the other objects for warp interdiction purpose (everything is considered having radial size no more than this).&lt;br /&gt;
** &amp;lt;code&amp;gt;10000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;3000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpcurvedegree'''&amp;lt;/code&amp;gt; [float] - Warp interdiction effect between &amp;lt;code&amp;gt;warpregion0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;warpregion1&amp;lt;/code&amp;gt; is proportional to distance to the object in this power.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpregion0'''&amp;lt;/code&amp;gt; [float] - The distance (counted from radial size - real or &amp;lt;code&amp;gt;minwarpeffectsize&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;maxwarpeffectsize&amp;lt;/code&amp;gt;) at which warp multiplier equals 1.0 - i.e. absolute no-warp range.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpregion1'''&amp;lt;/code&amp;gt; [float] - The sample point value - distance at which warp multiplier equals &amp;lt;code&amp;gt;warpcruisemult&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default, default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warpcruisemult'''&amp;lt;/code&amp;gt; [float] - The sample point value - warp multiplier limit at the distance of &amp;lt;code&amp;gt;warpregion1&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;15000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_energy_multiplier'''&amp;lt;/code&amp;gt; [float] - Rate of reactor to warp capacitor energy scales.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.12&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== auto-docking ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingExcludeList'''&amp;lt;/code&amp;gt; [string] - Won't perform auto-landing on units with this in their names. List separated with spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingExcludeWarningList'''&amp;lt;/code&amp;gt; [string] - Will warn when approach within &amp;lt;code&amp;gt;'''AutoLandingWarningDistance'''&amp;lt;/code&amp;gt; of units with this in their names. List separated with spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingDockDistance'''&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;'''AutoLandingWarningDistance'''&amp;lt;/code&amp;gt; [float] - Units tells &amp;lt;code&amp;gt;graphics/automatic_landing_zone_warning_text&amp;lt;/code&amp;gt; to a ship approaching within the distance if they are not excluded.&lt;br /&gt;
** &amp;lt;code&amp;gt;350&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AutoLandingMoveDistance'''&amp;lt;/code&amp;gt; [float] - Unit is moved this far if trying to auto-dock after warnings.&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;'''AutoLandingDisplaceDistance'''&amp;lt;/code&amp;gt; [float] - Capture zone of auto-landing ports.&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;'''unit_default_autodock_radius'''&amp;lt;/code&amp;gt; [float] - The unit radius for auto-docking. If a planet, its radius is unsed instead.&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;'''use_unit_autodock_radius'''&amp;lt;/code&amp;gt; [boolean] - Whether to add the unit's radius to &amp;lt;code&amp;gt;'''unit_default_autodock_radius'''&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;'''unit_collision_docks'''&amp;lt;/code&amp;gt; [boolean] -  Collision of player's ship with a base docks the ship without damage.&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;'''only_hangar_collision_docks'''&amp;lt;/code&amp;gt; [boolean] - Only the base's dock areas work in &amp;lt;code&amp;gt;'''unit_collision_docks'''&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;
==== collisions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cargo_deals_collide_damage'''&amp;lt;/code&amp;gt; [boolean] - Whether moving cargo containers are dangerous. When tractors are used, it should be picked up before collision anyway, just like ships.&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;'''collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;10000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_angle'''&amp;lt;/code&amp;gt; [float] - Angle (degrees) where &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; applies. &lt;br /&gt;
** &amp;lt;code&amp;gt;40&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} In &amp;lt;code&amp;gt;'''front_collision_avoidance_hack_angle'''&amp;lt;/code&amp;gt; cone, applied instead of &amp;lt;code&amp;gt;'''collision_avoidance_hack_distance'''&amp;lt;/code&amp;gt;, if greater.&lt;br /&gt;
** &amp;lt;code&amp;gt;200000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - Collision panic time: a ship tries to match velocity and un-ram if collided with another unit, overriding the flight computer but not manual thrust. Also, lights &amp;quot;Collision&amp;quot; gauge in cockpit.&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;'''collisionDamageToAI'''&amp;lt;/code&amp;gt; [boolean] - Whether the damage applies at all if neither colliding unit is player ship or a missile. Comment: //HACK: Stupid AI ships always crash into each other.&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;'''inelastic_scale'''&amp;lt;/code&amp;gt; [float] - How elastic unit-unit collisions are. With 0 units will stick and suffer maximum damage, with 1 units will bounce and take no damage.&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;'''maxCollisionForceMultiplier'''&amp;lt;/code&amp;gt; [float] - How hard collisions move a ship. //value, in seconds of desired maximum recovery time&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;'''maxCollisionTorqueMultiplier'''&amp;lt;/code&amp;gt; [float] - How hard collisions turn a ship. //value, in seconds of desired maximum recovery time&lt;br /&gt;
** &amp;lt;code&amp;gt;0.67&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''minimum_time_between_recorded_player_collisions'''&amp;lt;/code&amp;gt; [float] - Prevents uncontrollable bouncing for player. Changes only torque/force effect, but not elastic rebound or damage.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''no_unit_collisions'''&amp;lt;/code&amp;gt; [boolean] - Units are not checked for collision, just like killed units.&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;'''smallest_subunit_to_collide'''&amp;lt;/code&amp;gt; [float] - The smallest subunit radial size to check for collision.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''sphere_collision'''&amp;lt;/code&amp;gt; [boolean] - Whether units' ray collision checks (collision with ray / bolt) are simplified by skipping extra collision trees when the sphere is not hit. {{Fixme}} This can miss things like subunits sticking out.&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;'''collision_damage_scale'''&amp;lt;/code&amp;gt; [float] - Scaling damage from collisions.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== ejected cargo and pilots ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''cargo_live_time'''&amp;lt;/code&amp;gt; [float] - Cargo containers' autonomy time.&lt;br /&gt;
** &amp;lt;code&amp;gt;600&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_cargo_speed'''&amp;lt;/code&amp;gt; [float] - Ejection speed multiplier.&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;'''eject_distance'''&amp;lt;/code&amp;gt; [float] - How far cargo and pilots spawn if ejected from the ship with dock.&lt;br /&gt;
** &amp;lt;code&amp;gt;20&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_live_time'''&amp;lt;/code&amp;gt; [float] - How much time ejected pilots have.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default - server)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;200&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default - not server)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''use_cargo_mass'''&amp;lt;/code&amp;gt; [boolean] - Ship mass properly inreases when cargo is added and decreases when cargo is removed.&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;
&lt;br /&gt;
==== killed units ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''debris_time'''&amp;lt;/code&amp;gt; [float] - Lifetime of debris from exploding units.&lt;br /&gt;
** &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''eject_cargo_on_blowup'''&amp;lt;/code&amp;gt; [float] - Part of cargo ejected from exploding units. {{Fixme}} Should do nothing if 0, but the cargo appears anyway. Possibly drops upgrades listed in cargo.&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;'''explosion_damage_center'''&amp;lt;/code&amp;gt; [float] - Scaling multiplier for damage radius of exploding units.&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;'''eject_cargo_percent'''&amp;lt;/code&amp;gt; [float] [0..1] - Probability of a cargo item being dropped on kill. Not actually %.&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;'''max_dumped_cargo'''&amp;lt;/code&amp;gt; [integer] - Maximum cargo items dropped on kill.&lt;br /&gt;
** &amp;lt;code&amp;gt;15&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hull_damage_to_eject'''&amp;lt;/code&amp;gt; [float] - Damage (negative, i.e. overkill value) preventing pilot auto-ejection.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autoeject_percent'''&amp;lt;/code&amp;gt; [float] [0..1] - Probability of pilot auto-ejection on kill. Not actually %.&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;'''player_autoeject'''&amp;lt;/code&amp;gt; [boolean] - Whether pilot auto-ejection works on player ships.&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;
&lt;br /&gt;
==== radars ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''autotracking'''&amp;lt;/code&amp;gt; [float] - Default tracking cone.&lt;br /&gt;
** &amp;lt;code&amp;gt;.93&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''lock_cone'''&amp;lt;/code&amp;gt; [float] - Default locking cone.&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;'''use_upgrade_template_maxrange'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''capship_size'''&amp;lt;/code&amp;gt; [float] - Ships (but not bases) below this size are not detected beyond the radar range.&lt;br /&gt;
** &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== shields ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shields_in_spec'''&amp;lt;/code&amp;gt; [boolean] - Whether shields work in SPEC normally.&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;'''shield_energy_capacitance'''&amp;lt;/code&amp;gt; [float] - Energy efficiency of shields.&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;'''engine_energy_priority'''&amp;lt;/code&amp;gt; [boolean] - Whether the shield has ''maximum'' energy priority (power production is counted ''immediately before'' its consumption calculation); otherwise it has ''minimum'' priority (as energy production is counted before SPEC and the main capacitor with whatever may grab it from there first, but ''immediately after'' shield).&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;'''shield_maintenance_charge'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} Shield maintainance cost.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''max_shield_lowers_capacitance'''&amp;lt;/code&amp;gt; [boolean] - Whether shields value counts against main caps.&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;'''max_shield_recharge_drain'''&amp;lt;/code&amp;gt; [float] - {{FIXME}} If non-zero, adds extra shield drain = this portion of shields' maximum (average by sectors) * Shield_Efficiency. Does nothing when &amp;lt;code&amp;gt;shields_require_passive_recharge_maintenance&amp;lt;/code&amp;gt; is on.&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;'''shields_require_passive_recharge_maintenance'''&amp;lt;/code&amp;gt; [boolean] - Shields drain power to stay on. {{FIXME}} Does nothing except disabling effect of &amp;lt;code&amp;gt;max_shield_recharge_drain&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;max_shield_lowers_capacitance&amp;lt;/code&amp;gt; on shield maintainance.&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;'''speeding_discharge'''&amp;lt;/code&amp;gt; [float] - The discharge rate for shields when not powered.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_shield_speeding_discharge'''&amp;lt;/code&amp;gt; [float] - The lower energy limit below which discharge doesn't happen.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== trading and missions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''allow_mission_abort'''&amp;lt;/code&amp;gt; [boolean] - Abort missions from mission computer.&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;'''cargo_wingmen_only_with_dockport'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;starships&amp;quot; cargo category is disabled unless the ship has dock.&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;'''dockport_allows_ugrade_storage'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;upgrades&amp;quot; cargo category is enabled if the ship has dock.&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;'''starships_as_cargo'''&amp;lt;/code&amp;gt; [boolean] - Whether &amp;quot;starships&amp;quot; and &amp;quot;starship&amp;quot; cargo categories are enabled.&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;
&lt;br /&gt;
==== upgrades and repair ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''indestructable_cargo_items'''&amp;lt;/code&amp;gt; [string] - List of non-damageable upgrades.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''separate_system_flakiness_component'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} handling downgrades.&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;'''indiscriminate_system_destruction'''&amp;lt;/code&amp;gt; [float] - Random system damage rate.&lt;br /&gt;
** &amp;lt;code&amp;gt;.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;'''damage_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + &amp;lt;code&amp;gt;definite_damage_chance&amp;lt;/code&amp;gt; ), for NPC ships.&lt;br /&gt;
** &amp;lt;code&amp;gt;.005&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''damage_player_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + &amp;lt;code&amp;gt;definite_damage_chance&amp;lt;/code&amp;gt; ), for player ships.&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;'''definite_damage_chance'''&amp;lt;/code&amp;gt; [float] - Random system damage per hit probability minimum (added to damage/maxhull).&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;'''component_based_upgrades'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} Controls the way upgrades are repaired.&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;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;'''hud_repair_unit'''&amp;lt;/code&amp;gt; [float] - HUD functionality repair per tick.&lt;br /&gt;
** &amp;lt;code&amp;gt;.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - 4 steps from total damage to okay.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mount_repair_unit'''&amp;lt;/code&amp;gt; [float] - Mount functionality repair per tick.&lt;br /&gt;
** &amp;lt;code&amp;gt;.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - 4 steps from total damage to okay.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''must_repair_to_sell'''&amp;lt;/code&amp;gt; [boolean] - Disallows selling upgrades while damaged, except in &amp;quot;EMERGENCY MODE&amp;quot;.&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;'''only_show_best_downgrade'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''RepairDroidTime'''&amp;lt;/code&amp;gt; [float] - Period of upgrade repair ticks.&lt;br /&gt;
** &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''RepairDroidCheckTime'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Does nothing, repair droid works as long as it's &amp;gt;0.&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;'''repair_price'''&amp;lt;/code&amp;gt; [float] - The price of &amp;quot;Basic repair&amp;quot;.&lt;br /&gt;
** &amp;lt;code&amp;gt;5000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shipping_price'''&amp;lt;/code&amp;gt; [float] - Delivery price for ships in &amp;quot;My Fleet&amp;quot; located in other systems.&lt;br /&gt;
** &amp;lt;code&amp;gt;50000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== universe ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''density_of_rock'''&amp;lt;/code&amp;gt; [float] - Defines hull points and mass of celestial objects other than wormholes, after the radius is defined.&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;'''density_of_jump_point'''&amp;lt;/code&amp;gt; [float] - Defines hull points and mass (100000 times less) of celestial objects other than wormholes, after the radius is defined.&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''nebula_space_drag'''&amp;lt;/code&amp;gt; [float] - Velocity decay rate of a nebula.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''orbit_averaging'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_ejection_stophack'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Maximum planet velocity.&lt;br /&gt;
** &amp;lt;code&amp;gt;2000&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;100000&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;'''planet_port_size'''&amp;lt;/code&amp;gt; [float]- The size of a planet's &amp;quot;outside dock&amp;quot; area, relative to its radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_port_min_size'''&amp;lt;/code&amp;gt; [float]- The minimum size of a planet's &amp;quot;outside dock&amp;quot; area, on top of its radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;300&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planets_can_have_subunits'''&amp;lt;/code&amp;gt; [boolean] - Allows adding planetary defenses (&amp;quot;Defense_grid&amp;quot;), also allows launching fighters from planets.&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;'''planets_always_neutral'''&amp;lt;/code&amp;gt; [boolean] - All planets are asigned Neutral faction.&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;
&lt;br /&gt;
==== weapons and damage ====&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;'''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;'''missile_bounce'''&amp;lt;/code&amp;gt; [boolean] - Whether missiles suffer an elastic collision.&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; - Normally they detonate immediately.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (in current VS, only Jackhammer) will expend it. 1 charge is spent each activation, no partial ammo for shots shorter than &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; time.&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;'''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;'''kilojoules_per_unit_damage'''&amp;lt;/code&amp;gt; [float] - Relation between energy and hitpoints. Matters for indication and damage from inelastic collision.&lt;br /&gt;
** &amp;lt;code&amp;gt;5400&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop'''&amp;lt;/code&amp;gt; [boolean] - Whether tractor beams can scoop. {{Fixme}} Currently is not the same as in &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt; - it affects capture.&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;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt; Scoop is done via units collision and tractor/repulsor beams are processed like non-damaging normal beams.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''tractor.scoop_angle'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop-able cone. Corresponds to, but separate from &amp;lt;code&amp;gt;graphics/'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''system_damage_on_armor'''&amp;lt;/code&amp;gt; [boolean] - system/cargo/upgrade damage happens on armor hit instead of only hull hit.&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;'''disabling_weapon_constant'''&amp;lt;/code&amp;gt; [float] - Multiplier for effect of hull hit by disabling weapons (LifeSupportFunctionality damage instead of hull damage).&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;
&lt;br /&gt;
==== miscellaneous ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''difficulty_based_shield_recharge'''&amp;lt;/code&amp;gt; [boolean] - Shield recharge rate is multiplied by &amp;lt;code&amp;gt;/difficulty&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;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&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;'''difficulty_based_enemy_damage'''&amp;lt;/code&amp;gt; [boolean] - Any non-collision damage to units other than PC's ship is multiplied by &amp;lt;code&amp;gt;/difficulty&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;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&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;'''difficulty_speed_exponent'''&amp;lt;/code&amp;gt; [float] - Set speed exponent ( multiplier = &amp;lt;code&amp;gt;/difficulty&amp;lt;/code&amp;gt; ^ &amp;lt;code&amp;gt;physics/difficulty_speed_exponent&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;0&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;'''game_accel'''&amp;lt;/code&amp;gt; [float] - Changed by setup program, depends on difficulty setting. Real accelerations rate is  &amp;lt;code&amp;gt;'''game_accel'''&amp;lt;/code&amp;gt;*&amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt;.&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'''&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;
&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;false&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;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;'''noSPECJUMP'''&amp;lt;/code&amp;gt; [boolean] - While SPEC is on, jumping and docking (both in and out) are disabled.&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;'''undock_turn_away'''&amp;lt;/code&amp;gt; [boolean] - Whether a ship is turned away from the host unit when it undocks, along the line between their centers(!). Setting this to &amp;quot;false&amp;quot; helps in case of consistent death-by-collision on undocking (such as while flying big ships).&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;'''default_shield_tightness'''&amp;lt;/code&amp;gt; [float] - Default &amp;lt;code&amp;gt;shieldtight&amp;lt;/code&amp;gt; parameter for ships (affects damage FX only). Comment: &amp;quot;//are shields tight to the hull.  zero means bubble&amp;quot;; currently can be set only in unit XML and de-facto replaced by shield mesh. Comment: &amp;quot;//BUCO! Must add shield tightness back into units.csv for great justice.&amp;quot;&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;'''simulate_while_docked'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}} Life continues while the unit is docked. If there's more than 1 player, it continues anyway.&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;'''PlayerTractorabilityMask'''&amp;lt;/code&amp;gt; [string] - Tractorability mask additionally applied to the player's ship. &amp;quot;p&amp;quot;|&amp;quot;P&amp;quot; adds push, &amp;quot;i&amp;quot;|&amp;quot;I&amp;quot; adds tractor in, empty string gives push-only, unrecognized gives immunity.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;p&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MinimumWarpCapToRefuelDockeesAutomatically'''&amp;lt;/code&amp;gt; [float] - An unit with warp capacitance of this value or more refills warp capacitor of a ship docksing to it. With a few extra conditions. If &amp;lt;code&amp;gt;physics/'''fuel_equals_warp'''&amp;lt;/code&amp;gt; (a.k.a. WCfuelhack), will refill fuel instead. Also, will take &amp;lt;code&amp;gt;general/'''fuel_docking_fee'''&amp;lt;/code&amp;gt; Cr for this. Comment: &amp;quot;//BUCO! This needs its own units.csv column to see how much we refill!&amp;quot;&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;'''docking_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Docking delay? In case &amp;lt;code&amp;gt;'''simulate_while_docked'''&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;?&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;'''un_docking_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;180&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''jump_damage_multiplier'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} Jump damage appears to be defunct now. According to the code, it should be present in network game if jump drive is damaged.&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;'''max_jump_damage'''&amp;lt;/code&amp;gt; [float] - Absolute maximum value of jump damage. {{Fixme}} Jump damage appears to be defunct now. According to the code, it should be present in network game if jump drive is damaged.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dock_with_clear_planets'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&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;'''maxNPCrot'''&amp;lt;/code&amp;gt; [float] - Maximum rotation rate for a NPC unit.&lt;br /&gt;
** &amp;lt;code&amp;gt;360&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''maxplayerrot'''&amp;lt;/code&amp;gt; [float] - Maximum rotation rate for a player starship.&lt;br /&gt;
** &amp;lt;code&amp;gt;24&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''FMEC_exit_vel'''&amp;lt;/code&amp;gt; [float] - Inverse exhaust velocity (ideal).&lt;br /&gt;
** &amp;lt;code&amp;gt;0.0000002&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; (Vex = 1/5000000 ≈ 1/60 C) //1/5,000,000 m/s&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DeuteriumRelativeEfficiency_Lithium'''&amp;lt;/code&amp;gt; [float] - Reaction efficiency. The reaction is supposed to be Li-6 + Li-6 fusion with efficiency governed by the getFuelUsage multiplier. getFuelUsage = physics/FuelUsage or physics/AfterburnerFuelUsage. Fuel consumption is ~ GetFuelUsage * FMEC_exit_vel / DeuteriumRelativeEfficiency_Lithium.&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;'''LithiumRelativeEfficiency_Lithium'''&amp;lt;/code&amp;gt; [float] - Reaction efficiency. The reaction is supposed to be Li-6 + D fusion. Fuel consumption is ~ physics/FuelUsage * FMEC_exit_vel / LithiumRelativeEfficiency_Lithium. (for orientation thrusters)&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;'''FuelUsage'''&amp;lt;/code&amp;gt; [float] - Multiplier for normal fuel usage.&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;'''AfterburnerFuelUsage'''&amp;lt;/code&amp;gt; [float] - Multiplier for afterburner fuel usage.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NoFuelThrust'''&amp;lt;/code&amp;gt; [float] - Multiplier for clamping set maximum velocity when out of fuel.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''NoFuelAfterburn'''&amp;lt;/code&amp;gt; [float] - Multiplier for clamping set maximum afterburner velocity (only part above set normal velocity) when out of fuel. E.g. if AB_speedlimit=2*speedlimit, defaults give 0.4*speedlimit + 0.1*(AB_speedlimit-speedlimit) = 0.5 speedlimit with afterburner.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''VariableFuelConsumption'''&amp;lt;/code&amp;gt; [boolean] - Whether to get afterburner fuel consumption from the unit's &amp;lt;code&amp;gt;Afterburner_Usage_Cost&amp;lt;/code&amp;gt; instead of calculating it from thrust and &amp;lt;code&amp;gt;'''AfterburnerFuelUsage'''&amp;lt;/code&amp;gt; - ''only for Type 1 (more fuel) afterburner''.&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;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_ecm'''&amp;lt;/code&amp;gt; [int] - Maximum ECM_Rating, which ''always'' jams missiles.&lt;br /&gt;
** &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''max_lost_target_live_time'''&amp;lt;/code&amp;gt; [float] - Missile lifetime limit after ECM breaks lock.&lt;br /&gt;
** &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''UnitTable'''&amp;lt;/code&amp;gt; [boolean] - Whether to save units in separate files (''save dir''/''unit name''.csv).&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; Saves the changes in the unit via XML unitwriter, currently also iterates subunits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''combat_speed_boost'''&amp;lt;/code&amp;gt; [float] - Velocity governor scaling for combat mode/travel mode.&lt;br /&gt;
** &amp;lt;code&amp;gt;100&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;Priorities&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;economics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''upgrade_sellback_price'''&amp;lt;/code&amp;gt; [float] - The price rate for selling ship hardware.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ship_sellback_price'''&amp;lt;/code&amp;gt; [float] - The price rate for selling ships.&lt;br /&gt;
** &amp;lt;code&amp;gt;0.5&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;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;
==&amp;lt;code&amp;gt;no section&amp;lt;/code&amp;gt;==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''savegame'''&amp;lt;/code&amp;gt; [string/file] - Default savegame to load with &amp;lt;code&amp;gt;'''general/load_last_savegame'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;'''difficulty'''&amp;lt;/code&amp;gt; [float] - Difficulty value tweaking several game parameters (see &amp;lt;code&amp;gt;physics/&amp;lt;/code&amp;gt; section).&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;
{{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;
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}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19635</id>
		<title>Links:Graphic Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19635"/>
				<updated>2014-02-13T09:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=2D Graphic and Animation Applications=&lt;br /&gt;
&lt;br /&gt;
== GNU Image Manipulation Program (GIMP) ==&lt;br /&gt;
&amp;quot;''GIMP is a freely distributed program for such tasks as photo retouching, image composition and image authoring.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.gimp.org&lt;br /&gt;
*License: GNU-GPL&lt;br /&gt;
*Operating systems: &amp;quot;''Available for Windows, Linux, Sun Solaris, FreeBSD or Mac OS X.''&amp;quot;&lt;br /&gt;
* Extras you may need: [http://registry.gimp.org/ Plugin repository] got just about all of them either hosted or linked, use search.&lt;br /&gt;
** [http://registry.gimp.org/node/70 DDS] (see below). [http://registry.gimp.org/node/69 normalmap] - create RGB normalmaps. [http://registry.gimp.org/node/77 Texturize] - create large and natural textures from a small sample. And/or [http://registry.gimp.org/node/27986 Resynthesizer] - produce a larger version of a texture, make an image tilable, remove unwanted features, apply themes to images. Some Linux repositories have these four. [http://registry.gimp.org/node/25653 Seamless texture maker] - a little script making just about any image tileable without too obvious stitches or blur.&lt;br /&gt;
&lt;br /&gt;
== INKSCAPE . Draw Freely ==&lt;br /&gt;
&amp;quot;''INKSCAPE is a Linux &amp;amp; Windows vector graphics editor (SVG format) featuring transparency, gradients, node editing, pattern fills, PNG export, and more. Aiming for capabilities similar to Illustrator, CorelDraw, Visio, etc.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.inkscape.org&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''All 32-bit MS Windows (95/98/NT/2000/XP), All POSIX (Linux/BSD/UNIX-like OSes), Linux, OS X''&amp;quot;&lt;br /&gt;
* Extras: If you need any, try [http://plugintop.com/category/design/inkscape/ on Plugin Top].&lt;br /&gt;
&lt;br /&gt;
==LunarCell==&lt;br /&gt;
[http://www.flamingpear.com/lunarcell.html LunarCell] is a Photoshop compatible plugin that allows you to create instant planets. Create fractal, reality-based, or just strange worlds in seconds. It includes real clouds downloaded from weather satellites and comes with dozens of presets, and you can design your own planets too. LunarCell also generates maps for 3D animation, fantasy mapmaking, and QuickTime 5 cubic VR.&lt;br /&gt;
*Homepage: http://www.flamingpear.com/lunarcell.html&lt;br /&gt;
*License: Commercial&lt;br /&gt;
&lt;br /&gt;
==Spacescape==&lt;br /&gt;
Free program for making space skyboxes.&lt;br /&gt;
*Homepage: http://alexcpeterson.com/spacescape&lt;br /&gt;
*License: MIT&lt;br /&gt;
*Operating systems: Windows&lt;br /&gt;
&lt;br /&gt;
== Mandelbulber ==&lt;br /&gt;
&amp;quot;Mandelbulber is an experimental application that helps to make rendering 3D Mandelbrot fractals much more accessible. A few of the supported 3D fractals: ''Mandelbulb, Mandelbox, BulbBox, JuliaBulb, Menger Sponge, Quaternion, Trigonometric, Hypercomplex, and Iterated Function Systems (IFS)''. All of these can be combined into infinite variations with the ability to hybridize different formulas together.&amp;quot;&lt;br /&gt;
*Homepage: http://mandelbulber.com/ (also available via some Linux repositories)&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''32-bit and 64-bit for Windows, Linux, and Mac (Intel &amp;amp; PPC)''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=2D Graphic Converters=&lt;br /&gt;
&lt;br /&gt;
==GIMP DDS Plug-In==&lt;br /&gt;
This is a plugin for GIMP version 2.x. It allows you to load and save images in DirectDraw Surface (DDS) format.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://registry.gimp.org/node/70&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
&lt;br /&gt;
==GIMP Cubemap Plug-In==&lt;br /&gt;
This is a plugin for GIMP 2.8; it allows you to extract and merge cubemaps.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://registry.gimp.org/node/28709&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Operating systems: Linux&lt;br /&gt;
&lt;br /&gt;
==nVidia Texture Tools==&lt;br /&gt;
Tools (nvcompress, nvddsinfo, ...) for manipulating graphic files and optimize them for the graphic card.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://developer.nvidia.com/object/texture_tools.html&lt;br /&gt;
*License: MIT License&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
*Binaries and source (version links might be out of date, please check homepage for downloads)&lt;br /&gt;
**Windows: http://developer.download.nvidia.com/tools/texturetools2/NVIDIA_Texture_Tools_2.04.1016.0025.exe&lt;br /&gt;
** Source: http://nvidia-texture-tools.googlecode.com/&lt;br /&gt;
&lt;br /&gt;
==xNormal==&lt;br /&gt;
Application to generate normal, ambient occlusion, parallax displacement, and relief maps.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://www.xnormal.net/&lt;br /&gt;
*License: ?&lt;br /&gt;
*Operating systems: Windows, Linux under development&lt;br /&gt;
*Binaries and source&lt;br /&gt;
**Windows: http://www.xnormal.net/Downloads.aspx&lt;br /&gt;
** Source: http://www.xnormal.net/Developers.aspx&lt;br /&gt;
&lt;br /&gt;
=Image Viewers=&lt;br /&gt;
* [http://en.wikipedia.org/wiki/IrfanView IrfanView] (freeware for Windows) supports the DDS image file format. You may want to add the string &amp;quot;|IMAGE|TEXTURE&amp;quot; at the end of the option &amp;quot;Load custom file types&amp;quot; under &amp;quot;Options/Set file associations&amp;quot; for smooth browsing of VS image and texture files.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/KDE KDE]'s image libraries (version &amp;gt;= 3.3.0) support reading the DDS file format, so e.g. gwenview, kview and konqueror can view texture files.&lt;br /&gt;
* [http://www.xnview.com/ XnView] is a multiplatform - Windows, Linux (also available via GetDeb repository), Mac OS - viewer/browser/convertor. Has a lot of useful side functions: it can bookmarks library, pre-cache, toggle alpha channel in preview and thumbnail with a simple key combo, read DDS files &amp;quot;as is&amp;quot; and batch rename or convert formats with two clicks.&lt;br /&gt;
&lt;br /&gt;
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[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19634</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19634"/>
				<updated>2014-02-13T08:59:31Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
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| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - &amp;quot;...offering a variety of training products, an inspirational gallery, a free texture library and hundreds of free tutorials on a variety of subjects&amp;quot;. Take a look at &amp;quot;[http://www.3dtotal.com/index_gallery.php?cat=sci-fi sci fi]&amp;quot; section of gallery.&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
* [http://www.3dk.org/ 3DK.org (3DKingdom)] - &amp;quot;Free 3ds max tutorials, 3D Models, Art Gallery, Textures, Materials and Forums&amp;quot;.&lt;br /&gt;
* [http://www.3dcafe.com/ 3D Cafe] - &amp;quot;Buy 3D Models, Sell 3D Models, Free 3D Models Download&amp;quot;. Link and custom license are on the front page. Requires to submit 3 free models for access to free models database.&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
* [http://www.texturemate.com/ Texture Mate] - &amp;quot;Welcome to my Repository of Free Textures, Brushes, Patterns and Design Articles.&amp;quot; (they be CC licensed)&lt;br /&gt;
* [http://www.plaintextures.com/ Plaintextures] - &amp;quot;free high resolution textures for professionals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
* [http://www.theleagueofmoveabletype.com/ The League of Moveable Type] - Fonts released under the Open Font License.&lt;br /&gt;
* [http://unifont.org/ unifont.org] - Information about free Unicode fonts for FLOSS developers, with guides and everything.&lt;br /&gt;
* [http://www.freedesktop.org/wiki/Software/Fonts/ Freedesktop.org fonts] - a lot of links to free fonts.&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://the-final-frontier.deviantart.com/gallery/ The Final Frontier], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, relevant resources (e.g. planet and hull plate textures) and tutorials, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://darkstockers.deviantart.com/gallery/ DarkStockers], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://the-inspirations.deviantart.com/ The Inspirations] , [http://one-stop-stock.deviantart.com/ one-stop stock]- from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractaldreams.deviantart.com/gallery/ FractalDreams], [http://fractalemporium.deviantart.com/gallery/ FractalEmporium], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations], [http://mandelbulbs.deviantart.com/gallery/ Mandelbulbs], [http://mandelbulb3d.deviantart.com/gallery/ mandelbulb3d], [http://mandelbulbers.deviantart.com/gallery/ Mandelbulbers], [http://the-fractal-sphere.deviantart.com/gallery/ The-Fractal-Sphere], [http://xtremefractals.deviantart.com/gallery/ XtremeFractals] - fractals and fractal-like art. Some make good reference images for living, pseudo-living or overcomplicated stuff (as just one example - &amp;quot;[http://grahamsym.deviantart.com/art/Mandelbulb-Invasion-Force-331596080 Mandelbulb Invasion Force]&amp;quot;). Some include tips for making your own (e.g.: [http://batjorge.deviantart.com/art/Parameter-Pack-For-Mandelbulb-3d-383962663 Parameter Pack For Mandelbulb 3d]).&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in.&lt;br /&gt;
&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:3D_Applications&amp;diff=19633</id>
		<title>Links:3D Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:3D_Applications&amp;diff=19633"/>
				<updated>2014-02-13T08:32:16Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Graphic Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Converters]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=3D Modelling and animation applications=&lt;br /&gt;
&lt;br /&gt;
==Blender==&lt;br /&gt;
&amp;quot;''Blender, the open source software for 3D modeling, animation, rendering, post-production, interactive creation and playback.''&amp;quot;&amp;quot;&lt;br /&gt;
* Homepage: http://www.blender.org/&lt;br /&gt;
* Community: http://www.blender3d.org/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: &amp;quot;''Available for Windows, Linux, Irix, Sun Solaris, FreeBSD or Mac OS X.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Wings 3D==&lt;br /&gt;
''Wings 3D is a polygon mesh modeler inspired by Nendo from Izware. Wings real strength is in modeling.''&amp;quot; Texturing&amp;amp;co is construction, but does support UV mapping and even automated it.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.wings3d.com&lt;br /&gt;
* License: BSD-style license: read license.terms&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Plugins&lt;br /&gt;
** See [[Links:Converters]] for Vegastrike XMESH Plugin (if you want to rebuild it - it's badly outdated).&lt;br /&gt;
&lt;br /&gt;
==Misfit Model  3D==&lt;br /&gt;
''Misfit Model 3D is an OpenGL-based 3D model editor that works with triangle-based models. It supports multi-level undo, skeletal animations, simple texturing, command-line batch processing, and a plugin system for adding new model and image filters. Complete online help is included. The primary design goal is to be easy to use.'' - no advaced stuff (yet).&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Formats: Aside of its own, fully supports Wavefront OBJ, Milkshape MS3D, Quake MD2, partially 3DS (plugin), Quake MD3, Cal3d, Caligari trueSpace COB, AutoCAD DXF, Lightwave LWO.&lt;br /&gt;
* Plugins: as source code only for now.&lt;br /&gt;
** 3DS import, Triangle Stripping, Texture Filter (support for gif, pnm, tiff).&lt;br /&gt;
&lt;br /&gt;
==POV-Ray==&lt;br /&gt;
[http://www.povray.org POV-Ray (Persistence of Vision Raytracer)] is a high-quality, totally free tool for creating stunning three-dimensional graphics. It is available in official versions for Windows, Mac OS/Mac OS X and i86 Linux. The source code is available for those wanting to do their own ports. With its unique scripting approach and through a large base of available texture, pigment, and material functions there are almost unlimited possibilities to creating any kind of graphics.&lt;br /&gt;
&lt;br /&gt;
A terragen clone for POV-Ray can be found here: [http://www.ignorancia.org/en/index.php?page=Project_Tierra Project Tierra]&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.povray.org&lt;br /&gt;
* License: POV-Ray Licence&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
&lt;br /&gt;
==Terragen==&lt;br /&gt;
[http://www.planetside.co.uk/terragen/ Terragen] is a free (for non-commercial use) scenery rendering software capable of creating photo-realistic results for landscape visualization, special effects, art and recreation.&lt;br /&gt;
&lt;br /&gt;
* Homepage: http://www.planetside.co.uk/terragen/&lt;br /&gt;
* License: Commercial, free for personal non-commercial use.&lt;br /&gt;
* Operating system: Windows, Macintosh&lt;br /&gt;
&lt;br /&gt;
==K3D==&lt;br /&gt;
''K-3D is free-as-in-freedom 3D modeling and animation software. It combines flexible plugins with a visualization pipeline architecture, making K-3D a versatile and powerful tool for artists.'' Not beta anymore, but a lot of features actually using the potentially powerful engine are still yet to be implemented - e.g. Texture Mapping (though it's planned).&lt;br /&gt;
&lt;br /&gt;
* Homepage http://www.k-3d.org/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: Linux, Windows, Mac&lt;br /&gt;
* Plugins: [http://www.k-3d.org/wiki/All_Plugins Lots].&lt;br /&gt;
&lt;br /&gt;
==Truevision==&lt;br /&gt;
* Homepage: http://truevision.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==AC3D==&lt;br /&gt;
''3D Graphics Modeller''&lt;br /&gt;
* Homepage: http://www.comp.lancs.ac.uk/computing/users/andy/ac3d.html&lt;br /&gt;
&lt;br /&gt;
==Anim8or==&lt;br /&gt;
''Free 3D Animation Software''&lt;br /&gt;
* Homepage: http://www.anim8or.com/&lt;br /&gt;
&lt;br /&gt;
==Pretty Poly Editor (PPE)==&lt;br /&gt;
* Homepage: http://prettypoly.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==WolfPack Entertainment==&lt;br /&gt;
* Homepage: http://wolfpack.twu.net/&lt;br /&gt;
* http://wolfpack.twu.net/Vertex/index.html&lt;br /&gt;
&lt;br /&gt;
==3D Canvas==&lt;br /&gt;
3D Canvas is a real-time 3D modeling and animation tool that incorporates an intuitive drag-and-drop approach to 3D modeling.&amp;lt;br&amp;gt;&lt;br /&gt;
The free version exports to POVRay only.&lt;br /&gt;
* Homepage: http://www.amabilis.com/&lt;br /&gt;
&lt;br /&gt;
==Panorama home page==&lt;br /&gt;
* Homepage: http://www.gnu.org/software/panorama/panorama.html&lt;br /&gt;
&lt;br /&gt;
==gSculpt==&lt;br /&gt;
* Homepage: http://gsculpt.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==G3D==&lt;br /&gt;
* Homepage: http://condor.stcloudstate.edu/%7Ehebl9901/g3d/&lt;br /&gt;
&lt;br /&gt;
==Giram==&lt;br /&gt;
* Homepage: http://www.giram.org/&lt;br /&gt;
&lt;br /&gt;
==Caligari trueSpace==&lt;br /&gt;
An old and well-rounded 3D authoring tool that in part inspired Blender. Was acquired by Microsoft in 2008, freeware for a while, discontinued in 2009 and closed in 2011. There are importers for its format to other software, for those stuck with some files.&lt;br /&gt;
&lt;br /&gt;
* License: Commercial, free for personal non-commercial use.&lt;br /&gt;
* Operating system: Windows&lt;br /&gt;
* Plugins &amp;amp; Tools: Lots, from Facial Animator to motion capture data support and Blender fluids to integrated online and collaboration support.&lt;br /&gt;
&lt;br /&gt;
==Innovation3D==&lt;br /&gt;
* Homepage: http://innovation3d.sourceforge.net/&lt;br /&gt;
* [http://innovation3d.sourceforge.net/roam/ Index of /roam]&lt;br /&gt;
&lt;br /&gt;
==EQUINOX 3D==&lt;br /&gt;
* Homepage: http://www.equinox3d.com/&lt;br /&gt;
&lt;br /&gt;
==Behemot==&lt;br /&gt;
* Homepage: http://sourceforge.net/projects/behemot/&lt;br /&gt;
&lt;br /&gt;
==MagicLight==&lt;br /&gt;
* Mikaels Aronssons MagicLight page: http://magiclight.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Ayam==&lt;br /&gt;
* Homepage: http://ayam.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==GooseEgg 3D==&lt;br /&gt;
* Homepage: http://gooseegg.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Dive==&lt;br /&gt;
* Homepage: http://www.sics.se/dce/dive/dive.html&lt;br /&gt;
&lt;br /&gt;
==FAMP==&lt;br /&gt;
''Free Animation and Modeling Project''&lt;br /&gt;
* Homepage: http://famp.sourceforge.net/&lt;br /&gt;
* SourceForge: Project Info: http://sourceforge.net/projects/famp&lt;br /&gt;
&lt;br /&gt;
==3dom==&lt;br /&gt;
''3dom - A3D Object Modeler''&lt;br /&gt;
* Homepage: http://threedom.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
==Aztec==&lt;br /&gt;
* SourceForge: Project Info: http://sourceforge.net/projects/aztec/&lt;br /&gt;
&lt;br /&gt;
==NURBS++==&lt;br /&gt;
* Homepage: http://yukon.genie.uottawa.ca/%7Elavoie/software/nurbs/&lt;br /&gt;
&lt;br /&gt;
==Art of Illusion==&lt;br /&gt;
&amp;quot;''free, open source 3D modelling and rendering studio.''&amp;quot;&lt;br /&gt;
Easy to learn. Its main strength is in the procedural side (generated objects, boolean modelling, procedural textures and materials), so it's most useful for creating primary models and converting them into tri- or quad- meshes or making effect animations. Conversely, least useful for editing meshes. If you want to do it anyway, backup the source OBJ and check the result, you may need to change rounding value.&lt;br /&gt;
* Homepage: http://www.artofillusion.org/&lt;br /&gt;
* SourceForge: Project Info: http://aoi.sourceforge.net/&lt;br /&gt;
* Community: http://www.artofillusion.org/forums&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: &amp;quot;''Java Virtual Machine'' (cross-platform, including Windows, Linux, Solaris, Mac OS X).&amp;quot;&lt;br /&gt;
* Extras: Well-tagged plugin repository (http://aoisp.sourceforge.net/) accessible from &amp;quot;Script and Plugin Manager&amp;quot; in menu (for 2.9, see [http://sourceforge.net/projects/aoi/forums/forum/47783/topic/4725836 bugfix here]).&lt;br /&gt;
&lt;br /&gt;
=Addons and helper applications=&lt;br /&gt;
&lt;br /&gt;
* [[Links:Graphic Applications]]&lt;br /&gt;
&lt;br /&gt;
==Crafter==&lt;br /&gt;
&amp;quot;''The visual, procedural and structural way to create complex materials.''&amp;quot;&lt;br /&gt;
* Homepage: http://www.funnyfarm.tv/crafter/research.htm&lt;br /&gt;
&lt;br /&gt;
==G3DViewer==&lt;br /&gt;
Lightweight 3D viewer. Allows to preview models in many formats, usually much faster than loading or importing them into modeler.&lt;br /&gt;
* Homepage: http://automagically.de/g3dviewer/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: POSIX. Present in some Linux package repositories.&lt;br /&gt;
&lt;br /&gt;
==MakeHuman==&lt;br /&gt;
&amp;quot;''...software for the modelling of 3-Dimensional humanoid characters. Features [...] highly intuitive GUI and a high quality mesh, optimized to work in subdivision surface mode (for example, Zbrush). Using MakeHuman, a photorealistic character can be modeled in less than 2 minutes''&amp;quot;&lt;br /&gt;
* Homepage: http://www.makehuman.org/ (has extensive documentation section)&lt;br /&gt;
* License: GNU AGPL (code) / special (MakeHuman mesh) / CC0 (content derived from its data)&lt;br /&gt;
* Operating systems: &amp;quot;''32-bit and 64-bit for Windows, Linux, and Mac (Intel &amp;amp; PPC)''&amp;quot;&lt;br /&gt;
* Extras: MakeTarget -- &amp;quot;a new development tool to create [http://www.makehuman.org/doc/node/what_is_a_target_the_makehuman_morphing_process.html morph targets] libraries for MakeHuman&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://forums.newtek.com/discus/messages/2/5250.html?1026963476 Why Notepad is superior to Lightwave]&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Graphic Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Converters]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=19632</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=19632"/>
				<updated>2014-02-12T13:00:08Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &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;
http://forums.vega-strike.org/cpg/albums/userpics/1120782/20131125_VSSetup_051r1~0.jpg&lt;br /&gt;
&lt;br /&gt;
==Where to Find the Setup Application==&lt;br /&gt;
&lt;br /&gt;
===MacOS X Users===&lt;br /&gt;
{{FIXME}} For 0.4.3. Needs to be updated.&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 two ways:&lt;br /&gt;
* Opening the file vssetup, usually located here :  /usr/games/vssetup OR&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;
&lt;br /&gt;
The table below shows the different choices for the &amp;quot;Computer&amp;quot; ComboBox in vssetup, and subsequent parameters&lt;br /&gt;
* The first column shows the ComboBox items&lt;br /&gt;
* The second column shows amounts of RAM and virtual memory needed by Vega Strike to run with these choices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; | align=&amp;quot;left&amp;quot; | width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
!! scope=&amp;quot;col&amp;quot; | MHz !! scope=&amp;quot;col&amp;quot; | RAM + SWAP !! scope=&amp;quot;col&amp;quot; width=&amp;quot;13%&amp;quot;| Force lighting !! scope=&amp;quot;col&amp;quot; | Every other mounts !! scope=&amp;quot;col&amp;quot; | Max single sounds !! scope=&amp;quot;col&amp;quot; | Max total sounds !! scope=&amp;quot;col&amp;quot; | Simulation atom !! scope=&amp;quot;col&amp;quot; | Num old systems !! scope=&amp;quot;col&amp;quot; | Num running systems !! scope=&amp;quot;col&amp;quot; | Inactive system time&lt;br /&gt;
|------&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; | 100&lt;br /&gt;
| 256 || || True || 5 || 16 || 0,25 || 2 || 1 || 0,7&lt;br /&gt;
|------ style=&amp;quot;background-color: #F2F2F2;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; | 200&lt;br /&gt;
| 384+256 || || True || 5 || 16 || 0,12 || 2 || 2 || 0,7&lt;br /&gt;
|------&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; | 500&lt;br /&gt;
| 512+256 || 1 || False || 8 || 24 || 0,08 || 3 || 2 || 0,5&lt;br /&gt;
|------ style=&amp;quot;background-color: #F2F2F2;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; | 800&lt;br /&gt;
| 512+1000 || 1 || False || 12 || 32 || 0,07 || 4 || 3 || 0,5  &lt;br /&gt;
|------&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; | 1000&lt;br /&gt;
| 1000+1000 || 1 || False || 12 || 32 || 0,05 || 5 || 3 || 0,3&lt;br /&gt;
|------ style=&amp;quot;background-color: #E0ECF8;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; | &amp;lt;I&amp;gt;Section&amp;lt;/I&amp;gt;&lt;br /&gt;
| || align=&amp;quot;center&amp;quot; | &amp;lt;I&amp;gt;Graphics (l. 911)&amp;lt;/I&amp;gt; || colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;I&amp;gt;Audio (l. 1007)&amp;lt;/I&amp;gt; || colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;I&amp;gt;General (l. 1168)&amp;lt;/I&amp;gt; || colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;I&amp;gt;Physics (l. 1333)&amp;lt;/I&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Legend :&lt;br /&gt;
* Force lightning : Determines whether Vega Strike uses default lightning or the values from mesh's file.&lt;br /&gt;
* Every other mount : Half of firing non-missile (gun/beam) mounts don't make sounds. Performance option.&lt;br /&gt;
* Max single sounds : Maximum number of ''single'' sounds played at the same time.&lt;br /&gt;
* Max total sounds : Maximum number of sounds played at the same time.&lt;br /&gt;
* Simulation atom : Simulation precision - time increment, defining physical FPS. For inactive systems&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; the precision is gradually reduced, freeing CPU resources for more relevant calculations.&lt;br /&gt;
* Num old systems : Old systems that have data saved for reuse. Practically this means: systems aren't always generated anew when the player jumps back, thus  this also means planned trade between the system is possible within this limit - profitable consumers won't mysteriously vanish while you're procuring goods for them. Both generated and copies of pre-defined systems are stored in vegastrike user data, under .../sectors/. XML store only &amp;quot;significant&amp;quot; system objects, from stations and planetary rings and up; small stuff like generated ships and missiles/mines is not permanent.&lt;br /&gt;
* Num running systems : Numbers of inactive systems&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; retained in RAM and still simulated. Practically this means: ships continue to exist and battles go on while the player doesn't look at them.&lt;br /&gt;
* Inactive system time : Multiplier for the priority calculation (and therefore in the inactive systems refresh rate). Practically this means: how much Simulation Atom for system deteriorates. The less resources is used on each, the more you can afford to keep without slowing down too much.&lt;br /&gt;
''For more information on Simulation atom and Inactive system time, please visit [http://forums.vega-strike.org/viewtopic.php?f=53&amp;amp;t=19049&amp;amp;p=134705#p134683 this thread] on the &amp;quot;Website support and discussion&amp;quot; forum.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''&lt;br /&gt;
''Note :'' The final row gives the section and the line number where the parameters are set in vegastrike.config.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; : Inactive systems are previously visited systems that don't have the player ship but are still simulated (and retain all their units), from 1 (the one you just left) to &amp;quot;Num running systems&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; | align=&amp;quot;left&amp;quot; | width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
!! scope=&amp;quot;col&amp;quot; | Vssetup parameters !! scope=&amp;quot;col&amp;quot; | vegastrike.config parameters !! scope=&amp;quot;col&amp;quot; | Game speed !! scope=&amp;quot;col&amp;quot; | Game acceleration &lt;br /&gt;
|------&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; |Relaxing gameplay &lt;br /&gt;
| easy || 2 || 0,6&lt;br /&gt;
|------ style=&amp;quot;background-color: #F2F2F2;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; |Moderate gameplay&lt;br /&gt;
| medium || 2,6 || 0,4&lt;br /&gt;
|------&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; ! style=&amp;quot;background-color:#ffffcc;&amp;quot; |Hasty gameplay&lt;br /&gt;
| hard || 3 || 0,3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
These parameters are set in vegastrike.config, at line 1300.&amp;lt;br/&amp;gt;&lt;br /&gt;
For connections between Vssetup and vegastrike.config parameters, see  lines 19 and 67 to 72.&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;
===Geometry===&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;
===Textures===&lt;br /&gt;
&lt;br /&gt;
===FactionTextures===&lt;br /&gt;
&lt;br /&gt;
Some units have optional textures with custom paint job, varying with faction.&lt;br /&gt;
&lt;br /&gt;
===Shaders===&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;
===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 Color 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 Color 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 Color Windowed''' - 32 bit color with the game viewed in a window.&lt;br /&gt;
* '''16 bit Color 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;
* '''Inv Mouse Glide''' &amp;lt;BR/&amp;gt;Inverts the up/down direction of &amp;quot;Mouse Glide&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;
* '''No Mouse''' &amp;lt;BR/&amp;gt;No mouse flight.&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;
===AcceleratedVisual===&lt;br /&gt;
&lt;br /&gt;
===Autodocker===&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;
Considering changes in the development version, at least difficulty settings, performance settings and handling of old/inactive systems most likely will be overhauled by the next release. Font settings are separated from other graphics.&lt;br /&gt;
Also, there's an option for censored art - a slightly limited subset of loading screens allows any species not used to see human skin below the neck to feel comfortable again.&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>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Systems:System_Files&amp;diff=19631</id>
		<title>HowTo:Edit Systems:System Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Systems:System_Files&amp;diff=19631"/>
				<updated>2014-02-09T14:12:00Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[HowTo:Edit_Systems|Edit Systems]]}}&lt;br /&gt;
----&lt;br /&gt;
=&amp;quot;Hand-made&amp;quot; System Files=&lt;br /&gt;
&lt;br /&gt;
These systems take much longer, because you have to do all of the generator's work by hand. Although you may think that using the &amp;lt;code&amp;gt;[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/universe/milky_way.xml?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup milky_way.xml]&amp;lt;/code&amp;gt; file is so much better for that reason, think about systems like Sol (&amp;lt;code&amp;gt;sol_sector/sol&amp;lt;/code&amp;gt;) where you want exact exactness to occur in the system file because adventurers who explore it will look at every detail that can not be perfected with even random numbers. I used this method for the starting system in the 3.x releases, &amp;lt;code&amp;gt;enigma_sector/heavens_gate.system&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XML schema description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''system'''&amp;gt; ... &amp;lt;/system&amp;gt;&amp;lt;/code&amp;gt; -- Marks the beginning and end of the XML file.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; -- The name of the system. &lt;br /&gt;
* &amp;lt;code&amp;gt;ScaleSystem&amp;lt;/code&amp;gt; - The scale of the system.&lt;br /&gt;
** = 1 (default)&lt;br /&gt;
{{fixme}}: ScaleSystem is an optional parameter, but this is not indicated. Besides indicating which parameters are optional, versus mandatory; for optional parameters there needs to be information about their default values. (chuck_starchaser)&lt;br /&gt;
* &amp;lt;code&amp;gt;reflectivity&amp;lt;/code&amp;gt; [float] - ???  Not actually used.&lt;br /&gt;
** = (&amp;lt;code&amp;gt;graphics/reflectivity&amp;lt;/code&amp;gt;=.2)&lt;br /&gt;
* &amp;lt;code&amp;gt;background&amp;lt;/code&amp;gt; - The background cube map to use (NO extension like .png, .jpg, etc.) &lt;br /&gt;
** = &amp;quot;cube&amp;quot;&lt;br /&gt;
* &amp;lt;code&amp;gt;backgroundColor&amp;lt;/code&amp;gt; (r g b a)&lt;br /&gt;
** = 1.0, 1.0, 1.0, 1.0 (default)&lt;br /&gt;
* &amp;lt;code&amp;gt;backgroundDegamma&amp;lt;/code&amp;gt; [bool] - ? Not actually used.&lt;br /&gt;
** = false (default)&lt;br /&gt;
* &amp;lt;code&amp;gt;fadestars&amp;lt;/code&amp;gt; - ? Not actually used.&lt;br /&gt;
** = ! (&amp;lt;code&amp;gt;physics/game_speed_affects_autogen_systems&amp;lt;/code&amp;gt; = false) = true&lt;br /&gt;
* &amp;lt;code&amp;gt;nearstars&amp;lt;/code&amp;gt; - The number of near stars at a given time. &lt;br /&gt;
* &amp;lt;code&amp;gt;stars&amp;lt;/code&amp;gt; - The number of (far?) stars at a given time. &lt;br /&gt;
* &amp;lt;code&amp;gt;starspread&amp;lt;/code&amp;gt; - The distance between the stars (?). &lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; - The coordinates of the system. Implemented long ago for possible use with a map, but not used yet. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''light'''&amp;gt; ... &amp;lt;/light&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; Creates a light that can be referenced later.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''attenuated'''&amp;gt; ... &amp;lt;/attenuated&amp;gt;&amp;lt;/code&amp;gt; - Specifies the color of attenuated light that is generated.&lt;br /&gt;
*** red, green, blue, alfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''ambient'''&amp;gt; ... &amp;lt;/ambient&amp;gt;&amp;lt;/code&amp;gt; - Specifies the color of ambient light that is generated.&lt;br /&gt;
*** red, green, blue, alfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''diffuse'''&amp;gt; ... &amp;lt;/diffuse&amp;gt;&amp;lt;/code&amp;gt; - Specifies the color of diffuse light that is generated.&lt;br /&gt;
*** red, green, blue, alfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''specular'''&amp;gt; ... &amp;lt;/specular&amp;gt;&amp;lt;/code&amp;gt; - Specifies the color of specular light that is generated.&lt;br /&gt;
*** red, green, blue, alfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''planet'''&amp;gt; ... &amp;lt;/planet&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; (ALIAS: jump) This tag creates a planet (or sun if it generates light).&lt;br /&gt;
** NOTE: planets and jumps can have any (not light) tags nested inside. This creates the nested tag orbiting around the planets.&lt;br /&gt;
** &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; - The name of the planet. &lt;br /&gt;
** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture of the planet (also used to decide which products are sold). &lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - The radius of the planet. &lt;br /&gt;
** &amp;lt;code&amp;gt;alpha&amp;lt;/code&amp;gt; - The blend mode of the texture &lt;br /&gt;
** &amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt; - The gravity of the planet. I think that it only affects other planets orbiting it, not units. &lt;br /&gt;
** red, green, blue, alfa -- The color of the planet (not the color of the light it generates). I think that &amp;quot;alfa&amp;quot; is correct, not &amp;quot;alpha&amp;quot;. &lt;br /&gt;
** &amp;lt;code&amp;gt;ReflectNoLight&amp;lt;/code&amp;gt; - does the planet not reflect light? Defaults to false, do you shouldn't have to worry about this most of the time. &lt;br /&gt;
** &amp;lt;code&amp;gt;light&amp;lt;/code&amp;gt; - A reference to one of the lights above that this sun generates. This is the criteria for a planet becoming a sun. &lt;br /&gt;
** &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt; - A space separated list of the destinations that this jump point will take you to. (usually only one, but more will make the jump point random). NOTE that the presence of this attribute is the only criteria for the planet being a jump point, not the name of the tag, which is just to make it clearer.&lt;br /&gt;
** &amp;lt;code&amp;gt;citylights&amp;lt;/code&amp;gt; - A texture for using city lights (looks like [Texturefile]wrapx[WrapXValue]wrapy[WrapYValue]) &lt;br /&gt;
** &amp;lt;code&amp;gt;insideout&amp;lt;/code&amp;gt; - Is the texture inside out? (?) &lt;br /&gt;
** For &amp;quot;suns&amp;quot; that do not orbit:&lt;br /&gt;
*** &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; - The position of the planet. &lt;br /&gt;
** For Planets that orbit around another planet:&lt;br /&gt;
*** &amp;lt;code&amp;gt;ri&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rk&amp;lt;/code&amp;gt; - the farthest point of the orbit (vector x,y,z in meters) (see [http://forums.vega-strike.org/viewtopic.php?p=4391#4391 here]) &lt;br /&gt;
*** &amp;lt;code&amp;gt;si&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sk&amp;lt;/code&amp;gt; - the nearest point of the orbit (vector x,y,z in meters) &lt;br /&gt;
** &amp;lt;code&amp;gt;year&amp;lt;/code&amp;gt; - The amount of time for a year (?) &lt;br /&gt;
** &amp;lt;code&amp;gt;day&amp;lt;/code&amp;gt; - The amount of time for a day (?) &lt;br /&gt;
** &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; - The current position on the orbiting ellipse (in radians).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''citylights''' ... /&amp;gt;&amp;lt;/code&amp;gt; - Lights that appear on a planet. The parent object must have planet type.&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture. &lt;br /&gt;
*** &amp;lt;code&amp;gt;alpha&amp;lt;/code&amp;gt; - The blend mode of the texture &lt;br /&gt;
*** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - A radius of the lights (only if different than the planet). &lt;br /&gt;
*** &amp;lt;code&amp;gt;wrapx&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wrapy&amp;lt;/code&amp;gt; - How much the texture wraps. &lt;br /&gt;
*** &amp;lt;code&amp;gt;insideout&amp;lt;/code&amp;gt; - Is the texture inside out? (?)&lt;br /&gt;
*** &amp;lt;code&amp;gt;VarName&amp;lt;/code&amp;gt; [string], &amp;lt;code&amp;gt;VarValue&amp;lt;/code&amp;gt; [float] - {{fixme}} seems to be a [[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics/VarName]] confvar based spawn condition (i.e. &amp;quot;add eye-candy only on certain settings&amp;quot;).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''atmosphere''' ... /&amp;gt;&amp;lt;/code&amp;gt; - The clouds of the planet (if any). The parent object must have planet type.&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture.&lt;br /&gt;
**** = &amp;quot;sol/earthcloudmaptrans.png&amp;quot;&lt;br /&gt;
*** &amp;lt;code&amp;gt;alpha&amp;lt;/code&amp;gt; - The blend mode of the texture &lt;br /&gt;
*** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - the radius of the atmosphere (should be greater than planet's). &lt;br /&gt;
*** &amp;lt;code&amp;gt;insideout&amp;lt;/code&amp;gt; - Is the texture inside out? (?)&lt;br /&gt;
*** &amp;lt;code&amp;gt;VarName&amp;lt;/code&amp;gt; [string], &amp;lt;code&amp;gt;VarValue&amp;lt;/code&amp;gt; [float]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''Terrain''', '''ContinuousTerrain''' ... /&amp;gt;&amp;lt;/code&amp;gt; - Planet terrains.&lt;br /&gt;
*** &amp;lt;code&amp;gt;NumWraps&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ScaleX&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ScaleAtmosphereHeight&amp;lt;/code&amp;gt; - for Continuous Terrain.&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture file. Currently, none are available, even though there are references in system files. {{fixme}}&lt;br /&gt;
*** &amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;Mass&amp;lt;/code&amp;gt; - Defines position.&lt;br /&gt;
*** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - For Terrain. &lt;br /&gt;
*** &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; - The position. &lt;br /&gt;
*** &amp;lt;code&amp;gt;ri&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rk&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;qi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;qj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;qk&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''Fog''' ... /&amp;gt;&amp;lt;/code&amp;gt; - The atmospheric scattering of the planet (if any). &amp;lt;code&amp;gt;graphics/usePlanetFog&amp;lt;/code&amp;gt; must be = true. The parent object must have planet type.&lt;br /&gt;
*** &amp;lt;code&amp;gt;OpticalIllusion&amp;lt;/code&amp;gt; [boolean] [=true] - Uses halo system instead of making an unit.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''FogElement''' ... /&amp;gt;&amp;lt;/code&amp;gt; - Used for stellar atmospheres, in pairs (&amp;quot;atmXatm.bfxm&amp;quot;+&amp;quot;atmXhalo.bfxm&amp;quot;), or even without (in Modelview system - with different alpha), and some test systems.&lt;br /&gt;
*** Red, Green, Blue, Alfa | alpha -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. Emission?&lt;br /&gt;
*** DRed, DGreen, DBlue, DAlfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. Diffuse?&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - Mesh file.&lt;br /&gt;
*** &amp;lt;code&amp;gt;MinAlpha&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MaxAlpha&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;Concavity&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Focus&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;TailModeStart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TailModeEnd&amp;lt;/code&amp;gt; &lt;br /&gt;
*** &amp;lt;code&amp;gt;ScaleAtmosphereHeight&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''ring''' ... /&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; A planetary ring. The parent object must have planet type.&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture. &lt;br /&gt;
*** &amp;lt;code&amp;gt;alpha&amp;lt;/code&amp;gt; - The blend mode of the texture &lt;br /&gt;
*** &amp;lt;code&amp;gt;innerradius&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;outerradius&amp;lt;/code&amp;gt; - the inner/outer radii of the ring (should be greater than planet's and outer should be more than inner). &lt;br /&gt;
*** &amp;lt;code&amp;gt;wrapx&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wrapy&amp;lt;/code&amp;gt; - How much the texture wraps. &lt;br /&gt;
*** &amp;lt;code&amp;gt;ri&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rk&amp;lt;/code&amp;gt; - the farthest point of the orbit (vector x,y,z in meters) (see [http://forums.vega-strike.org/viewtopic.php?p=4391#4391 here]) &lt;br /&gt;
*** &amp;lt;code&amp;gt;si&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sk&amp;lt;/code&amp;gt; - the nearest point of the orbit (vector x,y,z in meters) &lt;br /&gt;
*** &amp;lt;code&amp;gt;numslices&amp;lt;/code&amp;gt; - ??? &lt;br /&gt;
*** &amp;lt;code&amp;gt;VarName&amp;lt;/code&amp;gt; [string], &amp;lt;code&amp;gt;VarValue&amp;lt;/code&amp;gt; [float]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''SpaceElevator''' ... /&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; An elevator to space (?) The parent object must have planet type.&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The file for the elevator. &lt;br /&gt;
*** &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; - The direction the elevator goes in. Can be &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt;(own), &amp;lt;code&amp;gt;u&amp;lt;/code&amp;gt;(p), &amp;lt;code&amp;gt;l&amp;lt;/code&amp;gt;(eft), &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt;(ight), &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt;(ack) or &amp;lt;code&amp;gt;f&amp;lt;/code&amp;gt;(ront [default]). &lt;br /&gt;
*** &amp;lt;code&amp;gt;faction&amp;lt;/code&amp;gt; - The faction that owns the elevator. &lt;br /&gt;
*** &amp;lt;code&amp;gt;VarName&amp;lt;/code&amp;gt; [string], &amp;lt;code&amp;gt;VarValue&amp;lt;/code&amp;gt; [float]&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''unit''', '''building''', '''vehicle''', '''asteroid''', '''nebula''', '''enhancement''' ... /&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; An object.&lt;br /&gt;
*** NOTE: that these can NOT have anything orbiting them. &lt;br /&gt;
*** &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; - The name of the unit. &lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The name of the unit file. &lt;br /&gt;
*** &amp;lt;code&amp;gt;faction&amp;lt;/code&amp;gt; - The name of the unit's faction. &lt;br /&gt;
*** &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt; - A space separated list of the destinations that this will take you to. (usually only one, but more will make the jump point random).&lt;br /&gt;
*** &amp;lt;code&amp;gt;insideout&amp;lt;/code&amp;gt; - Is the texture inside out? (?) &lt;br /&gt;
*** &amp;lt;code&amp;gt;difficulty&amp;lt;/code&amp;gt; - A scaling factor??? &lt;br /&gt;
*** For units that do not orbit:&lt;br /&gt;
**** &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; - The position of the planet. &lt;br /&gt;
*** For units that orbit around another planet:&lt;br /&gt;
**** &amp;lt;code&amp;gt;ri&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rk&amp;lt;/code&amp;gt; - the farthest point of the orbit (vector x,y,z in meters) (see [http://forums.vega-strike.org/viewtopic.php?p=4391#4391 here]) &lt;br /&gt;
**** &amp;lt;code&amp;gt;si&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sk&amp;lt;/code&amp;gt; - the nearest point of the orbit (vector x,y,z in meters) &lt;br /&gt;
*** &amp;lt;code&amp;gt;year&amp;lt;/code&amp;gt; - The amount of time for a year (?) &lt;br /&gt;
*** &amp;lt;code&amp;gt;day&amp;lt;/code&amp;gt; - The amount of time for a day (?) &lt;br /&gt;
*** &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; - The current position on the orbiting ellipse (in radians).&lt;br /&gt;
*** &amp;lt;code&amp;gt;VarName&amp;lt;/code&amp;gt; [string], &amp;lt;code&amp;gt;VarValue&amp;lt;/code&amp;gt; [float] - for asteroid | nebula | enhancement only.&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;Condition ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
**  &amp;lt;code&amp;gt;&amp;lt;'''Condition''' ... /&amp;gt;&amp;lt;/code&amp;gt; Spawn condition?&lt;br /&gt;
*** &amp;lt;code&amp;gt;expression&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building a System==&lt;br /&gt;
To manually create a system, follow these steps;&lt;br /&gt;
* Always put the &amp;lt;code&amp;gt;&amp;lt;system&amp;gt;&amp;lt;/code&amp;gt; tags first. &lt;br /&gt;
* Next, add X &amp;lt;code&amp;gt;&amp;lt;light&amp;gt;&amp;lt;/code&amp;gt; tags in the system, where X is the number of stars in the system. &lt;br /&gt;
* After that, insert one object inside the system that has &amp;lt;code&amp;gt;x,y,z&amp;lt;/code&amp;gt; coordinates. Give it &amp;lt;code&amp;gt;ReflectNoLight=&amp;quot;true&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;light=&amp;quot;some_light_number&amp;quot;&amp;lt;/code&amp;gt; to make it be a sun. The sun should have one of the textures inside the &amp;lt;code&amp;gt;stars/&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
* Inside that, maybe put another sun orbiting the first sun if the system is binary.&lt;br /&gt;
* Add a bunch of planets, and add units or more planets around those. Planets' textures should be inside the &amp;lt;code&amp;gt;planets&amp;lt;/code&amp;gt; directory. You can also have a nebula or an asteroid field if you want.&lt;br /&gt;
* Finally, close with the &amp;lt;code&amp;gt;&amp;lt;/system&amp;gt;&amp;lt;/code&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
Note that for a completely circular orbit, make ri=sk, rj=sj and rk=si. &amp;lt;ri,rj,rk&amp;gt; Is the relative position to the planet when position=0. &amp;lt;si,sj,sk&amp;gt; is the relative position to the planet when position=1.57 (PI/2). Then make position 0 (normally) and set day to a fairly high number and year to be extremely high.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
 &lt;br /&gt;
* For a simple example, see the '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/sectors/Crucible/Cephid_17.system?revision=HEAD&amp;amp;view=markup Cephid_17.system]'''&lt;br /&gt;
* For a more complex system, see '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/sectors/Sol/Sol.system?revision=HEAD&amp;amp;view=markup Sol.system]'''&lt;br /&gt;
&lt;br /&gt;
=See also= &lt;br /&gt;
* [[HowTo:Edit Systems:Milkyway|Editing systems using Milky_way.XML]]&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Systems]]&lt;br /&gt;
[[Category:Development|Edit Systems]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Systems:System_Files&amp;diff=19630</id>
		<title>HowTo:Edit Systems:System Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Systems:System_Files&amp;diff=19630"/>
				<updated>2014-02-09T13:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[HowTo:Edit_Systems|Edit Systems]]}}&lt;br /&gt;
----&lt;br /&gt;
=&amp;quot;Hand-made&amp;quot; System Files=&lt;br /&gt;
&lt;br /&gt;
These systems take much longer, because you have to do all of the generator's work by hand. Although you may think that using the &amp;lt;code&amp;gt;[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/universe/milky_way.xml?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup milky_way.xml]&amp;lt;/code&amp;gt; file is so much better for that reason, think about systems like Sol (&amp;lt;code&amp;gt;sol_sector/sol&amp;lt;/code&amp;gt;) where you want exact exactness to occur in the system file because adventurers who explore it will look at every detail that can not be perfected with even random numbers. I used this method for the starting system in the 3.x releases, &amp;lt;code&amp;gt;enigma_sector/heavens_gate.system&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XML schema description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''system'''&amp;gt; ... &amp;lt;/system&amp;gt;&amp;lt;/code&amp;gt; -- Marks the beginning and end of the XML file.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; -- The name of the system. &lt;br /&gt;
* &amp;lt;code&amp;gt;ScaleSystem&amp;lt;/code&amp;gt; - The scale of the system.&lt;br /&gt;
{{fixme}}: ScaleSystem is an optional parameter, but this is not indicated. Besides indicating which parameters are optional, versus mandatory; for optional parameters there needs to be information about their default values. (chuck_starchaser)&lt;br /&gt;
* &amp;lt;code&amp;gt;reflectivity&amp;lt;/code&amp;gt; - ??? &lt;br /&gt;
* &amp;lt;code&amp;gt;background&amp;lt;/code&amp;gt; - The background cube map to use (NO extension like .png, .jpg, etc.) &lt;br /&gt;
* &amp;lt;code&amp;gt;nearstars&amp;lt;/code&amp;gt; - The number of near stars at a given time. &lt;br /&gt;
* &amp;lt;code&amp;gt;stars&amp;lt;/code&amp;gt; - The number of (far?) stars at a given time. &lt;br /&gt;
* &amp;lt;code&amp;gt;starspread&amp;lt;/code&amp;gt; - The distance between the stars (?). &lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; - The coordinates of the system. Implemented long ago for possible use with a map, but not used yet. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''light'''&amp;gt; ... &amp;lt;/light&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; Creates a light that can be referenced later.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''attenuated'''&amp;gt; ... &amp;lt;/attenuated&amp;gt;&amp;lt;/code&amp;gt; - Specifies the color of attenuated light that is generated.&lt;br /&gt;
*** red, green, blue, alfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''ambient'''&amp;gt; ... &amp;lt;/ambient&amp;gt;&amp;lt;/code&amp;gt; - Specifies the color of ambient light that is generated.&lt;br /&gt;
*** red, green, blue, alfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''diffuse'''&amp;gt; ... &amp;lt;/diffuse&amp;gt;&amp;lt;/code&amp;gt; - Specifies the color of diffuse light that is generated.&lt;br /&gt;
*** red, green, blue, alfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''specular'''&amp;gt; ... &amp;lt;/specular&amp;gt;&amp;lt;/code&amp;gt; - Specifies the color of specular light that is generated.&lt;br /&gt;
*** red, green, blue, alfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''planet'''&amp;gt; ... &amp;lt;/planet&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; (ALIAS: jump) This tag creates a planet (or sun if it generates light).&lt;br /&gt;
** NOTE: planets and jumps can have any (not light) tags nested inside. This creates the nested tag orbiting around the planets.&lt;br /&gt;
** &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; - The name of the planet. &lt;br /&gt;
** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture of the planet (also used to decide which products are sold). &lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - The radius of the planet. &lt;br /&gt;
** &amp;lt;code&amp;gt;alpha&amp;lt;/code&amp;gt; - The blend mode of the texture &lt;br /&gt;
** &amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt; - The gravity of the planet. I think that it only affects other planets orbiting it, not units. &lt;br /&gt;
** red, green, blue, alfa -- The color of the planet (not the color of the light it generates). I think that &amp;quot;alfa&amp;quot; is correct, not &amp;quot;alpha&amp;quot;. &lt;br /&gt;
** &amp;lt;code&amp;gt;ReflectNoLight&amp;lt;/code&amp;gt; - does the planet not reflect light? Defaults to false, do you shouldn't have to worry about this most of the time. &lt;br /&gt;
** &amp;lt;code&amp;gt;light&amp;lt;/code&amp;gt; - A reference to one of the lights above that this sun generates. This is the criteria for a planet becoming a sun. &lt;br /&gt;
** &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt; - A space separated list of the destinations that this jump point will take you to. (usually only one, but more will make the jump point random). NOTE that the presence of this attribute is the only criteria for the planet being a jump point, not the name of the tag, which is just to make it clearer.&lt;br /&gt;
** &amp;lt;code&amp;gt;citylights&amp;lt;/code&amp;gt; - A texture for using city lights (looks like [Texturefile]wrapx[WrapXValue]wrapy[WrapYValue]) &lt;br /&gt;
** &amp;lt;code&amp;gt;insideout&amp;lt;/code&amp;gt; - Is the texture inside out? (?) &lt;br /&gt;
** For &amp;quot;suns&amp;quot; that do not orbit:&lt;br /&gt;
*** &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; - The position of the planet. &lt;br /&gt;
** For Planets that orbit around another planet:&lt;br /&gt;
*** &amp;lt;code&amp;gt;ri&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rk&amp;lt;/code&amp;gt; - the farthest point of the orbit (vector x,y,z in meters) (see [http://forums.vega-strike.org/viewtopic.php?p=4391#4391 here]) &lt;br /&gt;
*** &amp;lt;code&amp;gt;si&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sk&amp;lt;/code&amp;gt; - the nearest point of the orbit (vector x,y,z in meters) &lt;br /&gt;
** &amp;lt;code&amp;gt;year&amp;lt;/code&amp;gt; - The amount of time for a year (?) &lt;br /&gt;
** &amp;lt;code&amp;gt;day&amp;lt;/code&amp;gt; - The amount of time for a day (?) &lt;br /&gt;
** &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; - The current position on the orbiting ellipse (in radians).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''citylights''' ... /&amp;gt;&amp;lt;/code&amp;gt; - Lights that appear on a planet.&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture. &lt;br /&gt;
*** &amp;lt;code&amp;gt;alpha&amp;lt;/code&amp;gt; - The blend mode of the texture &lt;br /&gt;
*** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - A radius of the lights (only if different than the planet). &lt;br /&gt;
*** &amp;lt;code&amp;gt;wrapx&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wrapy&amp;lt;/code&amp;gt; - How much the texture wraps. &lt;br /&gt;
*** &amp;lt;code&amp;gt;insideout&amp;lt;/code&amp;gt; - Is the texture inside out? (?)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''atmosphere''' ... /&amp;gt;&amp;lt;/code&amp;gt; - The clouds of the planet (if any)&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture. &lt;br /&gt;
*** &amp;lt;code&amp;gt;alpha&amp;lt;/code&amp;gt; - The blend mode of the texture &lt;br /&gt;
*** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - the radius of the atmosphere (should be greater than planet's). &lt;br /&gt;
*** &amp;lt;code&amp;gt;insideout&amp;lt;/code&amp;gt; - Is the texture inside out? (?)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''Terrain''', '''ContinuousTerrain''' ... /&amp;gt;&amp;lt;/code&amp;gt; - Planet terrains.&lt;br /&gt;
*** &amp;lt;code&amp;gt;NumWraps&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ScaleX&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ScaleAtmosphereHeight&amp;lt;/code&amp;gt; - for Continuous Terrain.&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture file. Currently, none are available, even though there are references in system files. {{fixme}}&lt;br /&gt;
*** &amp;lt;code&amp;gt;gravity&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;Mass&amp;lt;/code&amp;gt; - Defines position.&lt;br /&gt;
*** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - For Terrain. &lt;br /&gt;
*** &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; - The position. &lt;br /&gt;
*** &amp;lt;code&amp;gt;ri&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rk&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;qi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;qj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;qk&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''Fog''' ... /&amp;gt;&amp;lt;/code&amp;gt; - The atmospheric scattering of the planet (if any)&lt;br /&gt;
*** &amp;lt;code&amp;gt;OpticalIllusion&amp;lt;/code&amp;gt; [boolean] [=true] - Uses halo system.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''FogElement''' ... /&amp;gt;&amp;lt;/code&amp;gt; - Used for stellar atmospheres, in pairs (&amp;quot;atmXatm.bfxm&amp;quot;+&amp;quot;atmXhalo.bfxm&amp;quot;), or even without (in Modelview system - with different alpha), and some test systems.&lt;br /&gt;
*** Red, Green, Blue, Alfa | alpha -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. Emission?&lt;br /&gt;
*** DRed, DGreen, DBlue, DAlfa -- Specify the value (between &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;) of the color. Diffuse?&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - Mesh file.&lt;br /&gt;
*** &amp;lt;code&amp;gt;MinAlpha&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MaxAlpha&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;Concavity&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Focus&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;TailModeStart&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TailModeEnd&amp;lt;/code&amp;gt; &lt;br /&gt;
*** &amp;lt;code&amp;gt;ScaleAtmosphereHeight&amp;lt;/code&amp;gt; &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''ring''' ... /&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; A planetary ring.&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The texture. &lt;br /&gt;
*** &amp;lt;code&amp;gt;alpha&amp;lt;/code&amp;gt; - The blend mode of the texture &lt;br /&gt;
*** &amp;lt;code&amp;gt;innerradius&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;outerradius&amp;lt;/code&amp;gt; - the inner/outer radii of the ring (should be greater than planet's and outer should be more than inner). &lt;br /&gt;
*** &amp;lt;code&amp;gt;wrapx&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wrapy&amp;lt;/code&amp;gt; - How much the texture wraps. &lt;br /&gt;
*** &amp;lt;code&amp;gt;ri&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rk&amp;lt;/code&amp;gt; - the farthest point of the orbit (vector x,y,z in meters) (see [http://forums.vega-strike.org/viewtopic.php?p=4391#4391 here]) &lt;br /&gt;
*** &amp;lt;code&amp;gt;si&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sk&amp;lt;/code&amp;gt; - the nearest point of the orbit (vector x,y,z in meters) &lt;br /&gt;
*** &amp;lt;code&amp;gt;numslices&amp;lt;/code&amp;gt; - ??? &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''SpaceElevator''' ... /&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; An elevator to space (?)&lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The file for the elevator. &lt;br /&gt;
*** &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; - The direction the elevator goes in. Can be &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt;(own), &amp;lt;code&amp;gt;u&amp;lt;/code&amp;gt;(p), &amp;lt;code&amp;gt;l&amp;lt;/code&amp;gt;(eft), &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt;(ight), &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt;(ack) or &amp;lt;code&amp;gt;f&amp;lt;/code&amp;gt;(ront [default]). &lt;br /&gt;
*** &amp;lt;code&amp;gt;faction&amp;lt;/code&amp;gt; - The faction that owns the elevator. &lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;'''unit''', '''building''', '''enhancement''', '''vehicle''', '''asteroid''', '''nebula''' ... /&amp;gt;&amp;lt;/code&amp;gt; - &amp;lt;small&amp;gt;(''repeatable'')&amp;lt;/small&amp;gt; An object.&lt;br /&gt;
*** NOTE: that these can NOT have anything orbiting them. &lt;br /&gt;
*** &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; - The name of the unit. &lt;br /&gt;
*** &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; - The name of the unit file. &lt;br /&gt;
*** &amp;lt;code&amp;gt;faction&amp;lt;/code&amp;gt; - The name of the unit's faction. &lt;br /&gt;
*** &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt; - A space separated list of the destinations that this will take you to. (usually only one, but more will make the jump point random).&lt;br /&gt;
*** &amp;lt;code&amp;gt;insideout&amp;lt;/code&amp;gt; - Is the texture inside out? (?) &lt;br /&gt;
*** &amp;lt;code&amp;gt;difficulty&amp;lt;/code&amp;gt; - A scaling factor??? &lt;br /&gt;
*** For units that do not orbit:&lt;br /&gt;
**** &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; - The position of the planet. &lt;br /&gt;
*** For units that orbit around another planet:&lt;br /&gt;
**** &amp;lt;code&amp;gt;ri&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;rk&amp;lt;/code&amp;gt; - the farthest point of the orbit (vector x,y,z in meters) (see [http://forums.vega-strike.org/viewtopic.php?p=4391#4391 here]) &lt;br /&gt;
**** &amp;lt;code&amp;gt;si&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sj&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sk&amp;lt;/code&amp;gt; - the nearest point of the orbit (vector x,y,z in meters) &lt;br /&gt;
*** &amp;lt;code&amp;gt;year&amp;lt;/code&amp;gt; - The amount of time for a year (?) &lt;br /&gt;
*** &amp;lt;code&amp;gt;day&amp;lt;/code&amp;gt; - The amount of time for a day (?) &lt;br /&gt;
*** &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; - The current position on the orbiting ellipse (in radians).&lt;br /&gt;
&lt;br /&gt;
==Building a System==&lt;br /&gt;
To manually create a system, follow these steps;&lt;br /&gt;
* Always put the &amp;lt;code&amp;gt;&amp;lt;system&amp;gt;&amp;lt;/code&amp;gt; tags first. &lt;br /&gt;
* Next, add X &amp;lt;code&amp;gt;&amp;lt;light&amp;gt;&amp;lt;/code&amp;gt; tags in the system, where X is the number of stars in the system. &lt;br /&gt;
* After that, insert one object inside the system that has &amp;lt;code&amp;gt;x,y,z&amp;lt;/code&amp;gt; coordinates. Give it &amp;lt;code&amp;gt;ReflectNoLight=&amp;quot;true&amp;quot;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;light=&amp;quot;some_light_number&amp;quot;&amp;lt;/code&amp;gt; to make it be a sun. The sun should have one of the textures inside the &amp;lt;code&amp;gt;stars/&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
* Inside that, maybe put another sun orbiting the first sun if the system is binary.&lt;br /&gt;
* Add a bunch of planets, and add units or more planets around those. Planets' textures should be inside the &amp;lt;code&amp;gt;planets&amp;lt;/code&amp;gt; directory. You can also have a nebula or an asteroid field if you want.&lt;br /&gt;
* Finally, close with the &amp;lt;code&amp;gt;&amp;lt;/system&amp;gt;&amp;lt;/code&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
Note that for a completely circular orbit, make ri=sk, rj=sj and rk=si. &amp;lt;ri,rj,rk&amp;gt; Is the relative position to the planet when position=0. &amp;lt;si,sj,sk&amp;gt; is the relative position to the planet when position=1.57 (PI/2). Then make position 0 (normally) and set day to a fairly high number and year to be extremely high.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
 &lt;br /&gt;
* For a simple example, see the '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/sectors/Crucible/Cephid_17.system?revision=HEAD&amp;amp;view=markup Cephid_17.system]'''&lt;br /&gt;
* For a more complex system, see '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/sectors/Sol/Sol.system?revision=HEAD&amp;amp;view=markup Sol.system]'''&lt;br /&gt;
&lt;br /&gt;
=See also= &lt;br /&gt;
* [[HowTo:Edit Systems:Milkyway|Editing systems using Milky_way.XML]]&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Systems]]&lt;br /&gt;
[[Category:Development|Edit Systems]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Missions:XML_integration&amp;diff=19629</id>
		<title>HowTo:Edit Missions:XML integration</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Missions:XML_integration&amp;diff=19629"/>
				<updated>2014-02-09T13:05:38Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic XML integration==&lt;br /&gt;
First let me start by explaining how to run a python class... in this case we start with the prebuild &amp;lt;code&amp;gt;[http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/modules/missions/privateer.py modules/missions/privateer.py]&amp;lt;/code&amp;gt; script to run our mission. Open up &amp;lt;code&amp;gt;[http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/mission/explore_universe.mission mission/explore_universe.mission]&amp;lt;/code&amp;gt; First come the variables that designate how the mission should normally start. By normally I mean if they don't have any save game present.&lt;br /&gt;
&lt;br /&gt;
===Variables Section===&lt;br /&gt;
&lt;br /&gt;
* '''continuousterrain''' [string]&lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
* '''credits''' [float] - Starting money.&lt;br /&gt;
** 0 (default)&lt;br /&gt;
* '''defaultplayer''' [string] - Team name. Doesn't seem to matter. {{fixme}}&lt;br /&gt;
* '''description''' [string] - Description is used in scripts only, the engine doesn't read it.&lt;br /&gt;
* '''difficulty''' [float] - Multiplier for lots of game parameters - e.g. &amp;quot;Basic repair&amp;quot; cost equals &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22physics.22_section|physics/repair_price]]&amp;lt;/code&amp;gt;*difficulty.&lt;br /&gt;
** In net games is set by server variable. Can be modified by scripts later. E.g. difficulty.py module provides a simple way to automatically vary it with PC's wealth (it only goes up, to 0.999) and in default campaign it maxes out at 400000 Cr.&lt;br /&gt;
** 1 (default)&lt;br /&gt;
* '''num_players''' [int]&lt;br /&gt;
** 1 (default)&lt;br /&gt;
* '''savegame''' [string] - The savegame makes the mission more of a campaign type mission where things may be saved to disk and reloaded at a later point.&lt;br /&gt;
** If no savegame variable is specified (this is where the autosave goes) then the mission will not save and will be a one time play mission. &lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
* '''system''' [string] - Starting system. Can be overridden via savegame or scripts.&lt;br /&gt;
** &amp;quot;sol.system&amp;quot; and &amp;quot;Sol/Sol&amp;quot; (default) {{fixme}}&lt;br /&gt;
* '''terrain''' [string]&lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;mission&amp;gt;&lt;br /&gt;
	&amp;lt;settings&amp;gt;&lt;br /&gt;
		&amp;lt;origin  planet=&amp;quot;earth&amp;quot; x=&amp;quot;0000&amp;quot; y=&amp;quot;100&amp;quot; z=&amp;quot;000.0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;/settings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;variables&amp;gt;&lt;br /&gt;
&amp;lt;!--		&amp;lt;var name=&amp;quot;continuousterrain&amp;quot; value=&amp;quot;continuousterrain.txt&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;credits&amp;quot; value=&amp;quot;13500&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;defaultplayer&amp;quot; value=&amp;quot;blue&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;mission_name&amp;quot; value=&amp;quot;Privateer Mission&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;difficulty&amp;quot; value=&amp;quot;.05&amp;quot;/&amp;gt;&amp;lt;!--starting difficulty--&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;system&amp;quot; value=&amp;quot;Crucible/Cephid_17&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;description&amp;quot; value=&amp;quot;Like, as if.&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;savegame&amp;quot; value=&amp;quot;explore_universe_difficulty&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;/variables&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It loads &amp;lt;code&amp;gt;Crucible/Cephid_17.system&amp;lt;/code&amp;gt; as the star system (which is in XML and stores all present planets) After this, comes the actors in the mission, the flightgroups of fighters. If a mission has more than one player, then each player is the leader (first ship) in each respective flightgroup.&lt;br /&gt;
&lt;br /&gt;
Notice that so far there are a lot of values you don't see for long in the default vegastrike game. Credits, System, first flightgroup fighter, difficulty--these are all initial values but can change.... since there is specified a savegame.&lt;br /&gt;
&lt;br /&gt;
===Flightgroup Section===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;flightgroup&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''name''' [string] [needed] - The displayed name.&lt;br /&gt;
** '''logo''' [string]&lt;br /&gt;
** '''logo_alpha''' [string]&lt;br /&gt;
** '''faction''' [string] [needed]&lt;br /&gt;
** '''type''' [string] [needed] - Unit type.&lt;br /&gt;
*** &amp;quot;hornet.xunit&amp;quot; (default) {{fixme}}&lt;br /&gt;
** '''ainame''' [string] [needed] - AI to use.&lt;br /&gt;
*** Much like &amp;lt;code&amp;gt;data/ai/VegaEvents.csv&amp;lt;/code&amp;gt;: it refers to &amp;lt;code&amp;gt;[http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/ai/events/ data/ai/events/]'''ainame'''.*.xml&amp;lt;/code&amp;gt; AI files, ''not'' .xai scripts they call.&lt;br /&gt;
*** &amp;quot;_ainame&amp;quot; - {{fixme}} Seems to use Python [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/modules/ai/ AI modules].&lt;br /&gt;
** '''waves''' [int] [needed] - Number of waves. The next one will be launched only after its predecessor is completely eliminated.&lt;br /&gt;
** '''nr_ships''' [int] [needed] - Ships per wave.&lt;br /&gt;
** '''terrain_nr'''&lt;br /&gt;
*** &amp;quot;&amp;quot; (default); &amp;quot;mission&amp;quot;&lt;br /&gt;
** '''unit_type'''&lt;br /&gt;
*** &amp;quot;&amp;quot; (default) ='''unit'''; &amp;quot;vehicle&amp;quot;; &amp;quot;building&amp;quot;&lt;br /&gt;
* &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt; [double] [needed], &amp;lt;code&amp;gt;rot&amp;lt;/code&amp;gt; [float] - Coordinates and orientation.&lt;br /&gt;
** '''x''', '''y''', '''z''' [float]&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt; - Scripted orders for the flightgroup. Elements are read, but seems to not being actually parsed currently. {{fixme}} Flightgroups spawn with &amp;quot;fire at will&amp;quot; directive and start acting as their AI setups and AI priorities suggest.&lt;br /&gt;
** '''order''' [needed]&lt;br /&gt;
** '''target''' [needed] - The name of target flightgroup.&lt;br /&gt;
** '''priority''' - Seems not to be used at all. {{fixme}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;lt;flightgroups&amp;gt;&lt;br /&gt;
                &amp;lt;flightgroup name=&amp;quot;Shlimazel&amp;quot; faction=&amp;quot;privateer&amp;quot; type=&amp;quot;llama.begin&amp;quot;&lt;br /&gt;
                                  ainame=&amp;quot;default&amp;quot; waves=&amp;quot;1&amp;quot; nr_ships=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;pos x=&amp;quot;-95124024.543917&amp;quot; y=&amp;quot;412089916.256812&amp;quot; &lt;br /&gt;
                             z=&amp;quot;-110779667.398050&amp;quot;/&amp;gt;  &lt;br /&gt;
			&amp;lt;rot x=&amp;quot;180.0&amp;quot; y=&amp;quot;180.0&amp;quot; z=&amp;quot;180.0&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order order=&amp;quot;tmptarget&amp;quot; target=&amp;quot;omikron&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;0&amp;quot; order=&amp;quot;superiority&amp;quot; target=&amp;quot;enemy&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;1&amp;quot; order=&amp;quot;bomber&amp;quot; target=&amp;quot;omikron&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;2&amp;quot; order=&amp;quot;escort&amp;quot; target=&amp;quot;blue&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;/flightgroup&amp;gt;&lt;br /&gt;
        &amp;lt;/flightgroups&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;rot&amp;lt;/code&amp;gt; flag is ignored, and the position specifies the &amp;lt;code&amp;gt;x,y,z&amp;lt;/code&amp;gt; coords of the Shlimazel flightgroup, which is of type &amp;lt;code&amp;gt;llama.begin&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Python Section===&lt;br /&gt;
Future note: If you wanted to add a campaign to the privateer mission you would most likely modify &amp;lt;code&amp;gt;privateer.py&amp;lt;/code&amp;gt; to have a campaign module get loaded.... so you wouldn't necessarily need to modify &amp;lt;code&amp;gt;explore_universe.mission&amp;lt;/code&amp;gt; just to add a campaign... lets dig further into the meat of the scripting.&lt;br /&gt;
&lt;br /&gt;
If a mission has python tags...then it is a python mission and may have some embedded python in it. In this case the python makes a new python object of type privateer in the &amp;lt;code&amp;gt;privateer.py&amp;lt;/code&amp;gt; module in the &amp;lt;code&amp;gt;[http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/modules/missions/ modules/missions/]&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;python&amp;gt;&lt;br /&gt;
from privateer import privateer&lt;br /&gt;
my_obj=privateer(8000,40000,500,3,2,.6,.25,.1,400000,2000)&lt;br /&gt;
	&amp;lt;/python&amp;gt;&lt;br /&gt;
&amp;lt;/mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have to be careful about newlines, etc in the XML, but it should usually work just dandy. You notice that the mission may pass in arguments to the privateer module that can make slight changes in the gameplay. This allows many cargo missions to use the same module in order to change the parameters of the cargo missions. In this case the values I have selected appear to work relatively well.&lt;br /&gt;
&lt;br /&gt;
Note: Python code must be on a line by itself without any indentations--it needs to work exactly as it would if you had the contents in a python file itself. If you want the indents to work in-line with the XML file, you must prefix it with a block, such as an if statement:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;python&amp;gt;if 1:&lt;br /&gt;
             from privateer import privateer&lt;br /&gt;
             my_obj=privateer(8000,40000,500,3,2,.6,.25,.1,400000,2000)&lt;br /&gt;
	&amp;lt;/python&amp;gt;&lt;br /&gt;
&amp;lt;/mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Missions:XML integration]]&lt;br /&gt;
[[Category:Development|Edit Missions:XML integration]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Missions:XML_integration&amp;diff=19628</id>
		<title>HowTo:Edit Missions:XML integration</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Missions:XML_integration&amp;diff=19628"/>
				<updated>2014-02-09T13:04:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic XML integration==&lt;br /&gt;
First let me start by explaining how to run a python class... in this case we start with the prebuild &amp;lt;code&amp;gt;[http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/modules/missions/privateer.py modules/missions/privateer.py]&amp;lt;/code&amp;gt; script to run our mission. Open up &amp;lt;code&amp;gt;[http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/mission/explore_universe.mission mission/explore_universe.mission]&amp;lt;/code&amp;gt; First come the variables that designate how the mission should normally start. By normally I mean if they don't have any save game present.&lt;br /&gt;
&lt;br /&gt;
===Variables Section===&lt;br /&gt;
&lt;br /&gt;
* '''continuousterrain''' [string]&lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
* '''credits''' [float] - Starting money.&lt;br /&gt;
** 0 (default)&lt;br /&gt;
* '''defaultplayer''' [string] - Team name. Doesn't seem to matter. {{fixme}}&lt;br /&gt;
* '''description''' [string] - Description is used in scripts only, the engine doesn't read it.&lt;br /&gt;
* '''difficulty''' [float] - Multiplier for lots of game parameters - e.g. &amp;quot;Basic repair&amp;quot; cost equals &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22physics.22_section|physics/repair_price]]&amp;lt;/code&amp;gt;*difficulty.&lt;br /&gt;
** In net games is set by server variable. Can be modified by scripts later. E.g. difficulty.py module provides a simple way to automatically vary it with PC's wealth (it only goes up, to 0.999) and in default campaign it maxes out at 400000 Cr.&lt;br /&gt;
** 1 (default)&lt;br /&gt;
* '''num_players''' [int]&lt;br /&gt;
** 1 (default)&lt;br /&gt;
* '''savegame''' [string] - The savegame makes the mission more of a campaign type mission where things may be saved to disk and reloaded at a later point.&lt;br /&gt;
** If no savegame variable is specified (this is where the autosave goes) then the mission will not save and will be a one time play mission. &lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
* '''system''' [string] - Starting system. Can be overridden via savegame or scripts.&lt;br /&gt;
** &amp;quot;sol.system&amp;quot; and &amp;quot;Sol/Sol&amp;quot; (default) {{fixme}}&lt;br /&gt;
* '''terrain''' [string]&lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;mission&amp;gt;&lt;br /&gt;
	&amp;lt;settings&amp;gt;&lt;br /&gt;
		&amp;lt;origin  planet=&amp;quot;earth&amp;quot; x=&amp;quot;0000&amp;quot; y=&amp;quot;100&amp;quot; z=&amp;quot;000.0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;/settings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;variables&amp;gt;&lt;br /&gt;
&amp;lt;!--		&amp;lt;var name=&amp;quot;continuousterrain&amp;quot; value=&amp;quot;continuousterrain.txt&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;credits&amp;quot; value=&amp;quot;13500&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;defaultplayer&amp;quot; value=&amp;quot;blue&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;mission_name&amp;quot; value=&amp;quot;Privateer Mission&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;difficulty&amp;quot; value=&amp;quot;.05&amp;quot;/&amp;gt;&amp;lt;!--starting difficulty--&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;system&amp;quot; value=&amp;quot;Crucible/Cephid_17&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;description&amp;quot; value=&amp;quot;Like, as if.&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;savegame&amp;quot; value=&amp;quot;explore_universe_difficulty&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;/variables&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It loads &amp;lt;code&amp;gt;Crucible/Cephid_17.system&amp;lt;/code&amp;gt; as the star system (which is in XML and stores all present planets) After this, comes the actors in the mission, the flightgroups of fighters. If a mission has more than one player, then each player is the leader (first ship) in each respective flightgroup.&lt;br /&gt;
&lt;br /&gt;
Notice that so far there are a lot of values you don't see for long in the default vegastrike game. Credits, System, first flightgroup fighter, difficulty--these are all initial values but can change.... since there is specified a savegame.&lt;br /&gt;
&lt;br /&gt;
===Flightgroup Section===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;flightgroup&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''name''' [string] [needed] - The displayed name.&lt;br /&gt;
** '''logo''' [string]&lt;br /&gt;
** '''logo_alpha''' [string]&lt;br /&gt;
** '''faction''' [string] [needed]&lt;br /&gt;
** '''type''' [string] [needed] - Unit type.&lt;br /&gt;
*** &amp;quot;hornet.xunit&amp;quot; (default) {{fixme}}&lt;br /&gt;
** '''ainame''' [string] [needed] - AI to use.&lt;br /&gt;
*** Much like &amp;lt;code&amp;gt;data/ai/VegaEvents.csv&amp;lt;/code&amp;gt;: it refers to &amp;lt;code&amp;gt;[http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/ai/events/ data/ai/events/]'''ainame'''.*.xml&amp;lt;/code&amp;gt; AI files, ''not'' .xai scripts they call.&lt;br /&gt;
*** &amp;quot;_ainame&amp;quot; - {{fixme}} Seems to use Python [http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/modules/ai/ AI modules].&lt;br /&gt;
** '''waves''' [int] [needed] - Number of waves. The next one will be launched only after its predecessor is completely eliminated.&lt;br /&gt;
** '''nr_ships''' [int] [needed] - Ships per wave.&lt;br /&gt;
** '''terrain_nr'''&lt;br /&gt;
*** &amp;quot;&amp;quot; (default); &amp;quot;mission&amp;quot;&lt;br /&gt;
** '''unit_type'''&lt;br /&gt;
*** &amp;quot;&amp;quot; (default) ='''unit'''; &amp;quot;vehicle&amp;quot;; &amp;quot;building&amp;quot;&lt;br /&gt;
* &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt; [double] [needed], &amp;lt;code&amp;gt;rot&amp;lt;/code&amp;gt; [float] - Coordinates and orientation.&lt;br /&gt;
** '''x''', '''y''', '''z''' [float]&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt; - Scripted orders for the flightgroup. Seems to be read, but not actually parsed currently. {{fixme}} Flightgroups spawn with &amp;quot;fire at will&amp;quot; directive and start acting as their AI setups and AI priorities suggest.&lt;br /&gt;
** '''order''' [needed]&lt;br /&gt;
** '''target''' [needed] - The name of target flightgroup.&lt;br /&gt;
** '''priority''' - Seems not to be used at all. {{fixme}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;lt;flightgroups&amp;gt;&lt;br /&gt;
                &amp;lt;flightgroup name=&amp;quot;Shlimazel&amp;quot; faction=&amp;quot;privateer&amp;quot; type=&amp;quot;llama.begin&amp;quot;&lt;br /&gt;
                                  ainame=&amp;quot;default&amp;quot; waves=&amp;quot;1&amp;quot; nr_ships=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;pos x=&amp;quot;-95124024.543917&amp;quot; y=&amp;quot;412089916.256812&amp;quot; &lt;br /&gt;
                             z=&amp;quot;-110779667.398050&amp;quot;/&amp;gt;  &lt;br /&gt;
			&amp;lt;rot x=&amp;quot;180.0&amp;quot; y=&amp;quot;180.0&amp;quot; z=&amp;quot;180.0&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order order=&amp;quot;tmptarget&amp;quot; target=&amp;quot;omikron&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;0&amp;quot; order=&amp;quot;superiority&amp;quot; target=&amp;quot;enemy&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;1&amp;quot; order=&amp;quot;bomber&amp;quot; target=&amp;quot;omikron&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;2&amp;quot; order=&amp;quot;escort&amp;quot; target=&amp;quot;blue&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;/flightgroup&amp;gt;&lt;br /&gt;
        &amp;lt;/flightgroups&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;rot&amp;lt;/code&amp;gt; flag is ignored, and the position specifies the &amp;lt;code&amp;gt;x,y,z&amp;lt;/code&amp;gt; coords of the Shlimazel flightgroup, which is of type &amp;lt;code&amp;gt;llama.begin&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Python Section===&lt;br /&gt;
Future note: If you wanted to add a campaign to the privateer mission you would most likely modify &amp;lt;code&amp;gt;privateer.py&amp;lt;/code&amp;gt; to have a campaign module get loaded.... so you wouldn't necessarily need to modify &amp;lt;code&amp;gt;explore_universe.mission&amp;lt;/code&amp;gt; just to add a campaign... lets dig further into the meat of the scripting.&lt;br /&gt;
&lt;br /&gt;
If a mission has python tags...then it is a python mission and may have some embedded python in it. In this case the python makes a new python object of type privateer in the &amp;lt;code&amp;gt;privateer.py&amp;lt;/code&amp;gt; module in the &amp;lt;code&amp;gt;[http://sourceforge.net/p/vegastrike/code/HEAD/tree/trunk/data/modules/missions/ modules/missions/]&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;python&amp;gt;&lt;br /&gt;
from privateer import privateer&lt;br /&gt;
my_obj=privateer(8000,40000,500,3,2,.6,.25,.1,400000,2000)&lt;br /&gt;
	&amp;lt;/python&amp;gt;&lt;br /&gt;
&amp;lt;/mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have to be careful about newlines, etc in the XML, but it should usually work just dandy. You notice that the mission may pass in arguments to the privateer module that can make slight changes in the gameplay. This allows many cargo missions to use the same module in order to change the parameters of the cargo missions. In this case the values I have selected appear to work relatively well.&lt;br /&gt;
&lt;br /&gt;
Note: Python code must be on a line by itself without any indentations--it needs to work exactly as it would if you had the contents in a python file itself. If you want the indents to work in-line with the XML file, you must prefix it with a block, such as an if statement:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;python&amp;gt;if 1:&lt;br /&gt;
             from privateer import privateer&lt;br /&gt;
             my_obj=privateer(8000,40000,500,3,2,.6,.25,.1,400000,2000)&lt;br /&gt;
	&amp;lt;/python&amp;gt;&lt;br /&gt;
&amp;lt;/mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Missions:XML integration]]&lt;br /&gt;
[[Category:Development|Edit Missions:XML integration]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Missions:XML_integration&amp;diff=19627</id>
		<title>HowTo:Edit Missions:XML integration</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_Missions:XML_integration&amp;diff=19627"/>
				<updated>2014-02-09T11:33:12Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic XML integration==&lt;br /&gt;
First let me start by explaining how to run a python class... in this case we start with the prebuild &amp;lt;code&amp;gt;[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/modules/privateer.py?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup modules/privateer.py]&amp;lt;/code&amp;gt; script to run our mission. Open up &amp;lt;code&amp;gt;[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/mission/explore_universe.mission?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup mission/explore_universe.mission]&amp;lt;/code&amp;gt; First come the variables that designate how the mission should normally start. By normally I mean if they don't have any save game present.&lt;br /&gt;
&lt;br /&gt;
===Variables Section===&lt;br /&gt;
&lt;br /&gt;
* '''continuousterrain''' [string]&lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
* '''credits''' [float] - Starting money.&lt;br /&gt;
** 0 (default)&lt;br /&gt;
* '''defaultplayer''' [string] - Team name. Doesn't seem to matter. {{fixme}}&lt;br /&gt;
* '''description''' [string] - Description is used in scripts only, the engine doesn't read it.&lt;br /&gt;
* '''difficulty''' [float] - Multiplier for lots of game parameters - e.g. &amp;quot;Basic repair&amp;quot; cost equals &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22physics.22_section|physics/repair_price]]&amp;lt;/code&amp;gt;*difficulty.&lt;br /&gt;
** In net games is set by server variable. Can be modified by scripts later. E.g. difficulty.py module provides a simple way to automatically vary it with PC's wealth (it only goes up, to 0.999) and in default campaign it maxes out at 400000 Cr.&lt;br /&gt;
** 1 (default)&lt;br /&gt;
* '''num_players''' [int]&lt;br /&gt;
** 1 (default)&lt;br /&gt;
* '''savegame''' [string] - The savegame makes the mission more of a campaign type mission where things may be saved to disk and reloaded at a later point.&lt;br /&gt;
** If no savegame variable is specified (this is where the autosave goes) then the mission will not save and will be a one time play mission. &lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
* '''system''' [string] - Starting system. Can be overridden via savegame or scripts.&lt;br /&gt;
** &amp;quot;sol.system&amp;quot; and &amp;quot;Sol/Sol&amp;quot; (default) {{fixme}}&lt;br /&gt;
* '''terrain''' [string]&lt;br /&gt;
** &amp;quot;&amp;quot; (default)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;mission&amp;gt;&lt;br /&gt;
	&amp;lt;settings&amp;gt;&lt;br /&gt;
		&amp;lt;origin  planet=&amp;quot;earth&amp;quot; x=&amp;quot;0000&amp;quot; y=&amp;quot;100&amp;quot; z=&amp;quot;000.0&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;/settings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;variables&amp;gt;&lt;br /&gt;
&amp;lt;!--		&amp;lt;var name=&amp;quot;continuousterrain&amp;quot; value=&amp;quot;continuousterrain.txt&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;credits&amp;quot; value=&amp;quot;13500&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;defaultplayer&amp;quot; value=&amp;quot;blue&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;mission_name&amp;quot; value=&amp;quot;Privateer Mission&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;difficulty&amp;quot; value=&amp;quot;.05&amp;quot;/&amp;gt;&amp;lt;!--starting difficulty--&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;system&amp;quot; value=&amp;quot;Crucible/Cephid_17&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;description&amp;quot; value=&amp;quot;Like, as if.&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;var name=&amp;quot;savegame&amp;quot; value=&amp;quot;explore_universe_difficulty&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;/variables&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It loads &amp;lt;code&amp;gt;Crucible/Cephid_17.system&amp;lt;/code&amp;gt; as the star system (which is in XML and stores all present planets) After this, comes the actors in the mission, the flightgroups of fighters. If a mission has more than one player, then each player is the leader (first ship) in each respective flightgroup.&lt;br /&gt;
&lt;br /&gt;
Notice that so far there are a lot of values you don't see for long in the default vegastrike game. Credits, System, first flightgroup fighter, difficulty--these are all initial values but can change.... since there is specified a savegame.&lt;br /&gt;
&lt;br /&gt;
===Flightgroup Section===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;flightgroup&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''name''' [string] [needed] - The displayed name.&lt;br /&gt;
** '''logo''' [string]&lt;br /&gt;
** '''logo_alpha''' [string]&lt;br /&gt;
** '''faction''' [string] [needed]&lt;br /&gt;
** '''type''' [string] [needed] - Unit type.&lt;br /&gt;
*** &amp;quot;hornet.xunit&amp;quot; (default) {{fixme}}&lt;br /&gt;
** '''ainame''' [string] [needed] - AI to use.&lt;br /&gt;
*** Much like &amp;lt;code&amp;gt;data/ai/VegaEvents.csv&amp;lt;/code&amp;gt;: it refers to &amp;lt;code&amp;gt;data/ai/events/'''ainame'''.*.xml&amp;lt;/code&amp;gt; AI files, ''not'' .xai scripts directly.&lt;br /&gt;
*** &amp;quot;_ainame&amp;quot; - {{fixme}} Seems to use Python AI module.&lt;br /&gt;
** '''waves''' [int] [needed] - Number of waves. The next one will be launched only after its predecessor is completely eliminated.&lt;br /&gt;
** '''nr_ships''' [int] [needed] - Ships per wave.&lt;br /&gt;
** '''terrain_nr'''&lt;br /&gt;
*** &amp;quot;&amp;quot;; &amp;quot;mission&amp;quot;&lt;br /&gt;
** '''unit_type'''&lt;br /&gt;
*** &amp;quot;&amp;quot; (default) ='''unit'''; &amp;quot;vehicle&amp;quot;; &amp;quot;building&amp;quot;&lt;br /&gt;
* &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt; [double] [needed], &amp;lt;code&amp;gt;rot&amp;lt;/code&amp;gt; [float] - Coordinates and orientation.&lt;br /&gt;
** '''x''', '''y''', '''z''' [float] [needed]&lt;br /&gt;
* &amp;lt;code&amp;gt;order&amp;lt;/code&amp;gt; - Scripted orders for the flightgroup. Seems to be read, but not actually parsed currently. {{fixme}} Flightgroups spawn with &amp;quot;fire at will&amp;quot; directive and then start acting as their AI setups and AI priorities suggest.&lt;br /&gt;
** '''order''' [needed]&lt;br /&gt;
** '''target''' [needed] - The name of target flightgroup.&lt;br /&gt;
** '''priority''' - Seems not to be used at all. {{fixme}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;lt;flightgroups&amp;gt;&lt;br /&gt;
                &amp;lt;flightgroup name=&amp;quot;Shlimazel&amp;quot; faction=&amp;quot;privateer&amp;quot; type=&amp;quot;llama.begin&amp;quot;&lt;br /&gt;
                                  ainame=&amp;quot;default&amp;quot; waves=&amp;quot;1&amp;quot; nr_ships=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;pos x=&amp;quot;-95124024.543917&amp;quot; y=&amp;quot;412089916.256812&amp;quot; &lt;br /&gt;
                             z=&amp;quot;-110779667.398050&amp;quot;/&amp;gt;  &lt;br /&gt;
			&amp;lt;rot x=&amp;quot;180.0&amp;quot; y=&amp;quot;180.0&amp;quot; z=&amp;quot;180.0&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order order=&amp;quot;tmptarget&amp;quot; target=&amp;quot;omikron&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;0&amp;quot; order=&amp;quot;superiority&amp;quot; target=&amp;quot;enemy&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;1&amp;quot; order=&amp;quot;bomber&amp;quot; target=&amp;quot;omikron&amp;quot;/&amp;gt;&lt;br /&gt;
			&amp;lt;order priority=&amp;quot;2&amp;quot; order=&amp;quot;escort&amp;quot; target=&amp;quot;blue&amp;quot;/&amp;gt;&lt;br /&gt;
		&amp;lt;/flightgroup&amp;gt;&lt;br /&gt;
        &amp;lt;/flightgroups&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;rot&amp;lt;/code&amp;gt; flag is ignored, and the position specifies the &amp;lt;code&amp;gt;x,y,z&amp;lt;/code&amp;gt; coords of the Shlimazel flightgroup, which is of type &amp;lt;code&amp;gt;llama.begin&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Python Section===&lt;br /&gt;
Future note: If you wanted to add a campaign to the privateer mission you would most likely modify &amp;lt;code&amp;gt;privateer.py&amp;lt;/code&amp;gt; to have a campaign module get loaded.... so you wouldn't necessarily need to modify &amp;lt;code&amp;gt;explore_universe.mission&amp;lt;/code&amp;gt; just to add a campaign... lets dig further into the meat of the scripting.&lt;br /&gt;
&lt;br /&gt;
If a mission has python tags...then it is a python mission and may have some embedded python in it. In this case the python makes a new python object of type privateer in the &amp;lt;code&amp;gt;[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/modules/privateer.py?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup privateer.py]&amp;lt;/code&amp;gt; module in the &amp;lt;code&amp;gt;[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/modules/ modules]&amp;lt;/code&amp;gt;  directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;python&amp;gt;&lt;br /&gt;
from privateer import privateer&lt;br /&gt;
my_obj=privateer(8000,40000,500,3,2,.6,.25,.1,400000,2000)&lt;br /&gt;
	&amp;lt;/python&amp;gt;&lt;br /&gt;
&amp;lt;/mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have to be careful about newlines, etc in the XML, but it should usually work just dandy. You notice that the mission may pass in arguments to the privateer module that can make slight changes in the gameplay. This allows many cargo missions to use the same module in order to change the parameters of the cargo missions. In this case the values I have selected appear to work relatively well.&lt;br /&gt;
&lt;br /&gt;
Note: Python code must be on a line by itself without any indentations--it needs to work exactly as it would if you had the contents in a python file itself. If you want the indents to work in-line with the XML file, you must prefix it with a block, such as an if statement:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;python&amp;gt;if 1:&lt;br /&gt;
             from privateer import privateer&lt;br /&gt;
             my_obj=privateer(8000,40000,500,3,2,.6,.25,.1,400000,2000)&lt;br /&gt;
	&amp;lt;/python&amp;gt;&lt;br /&gt;
&amp;lt;/mission&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Missions:XML integration]]&lt;br /&gt;
[[Category:Development|Edit Missions:XML integration]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_units.csv&amp;diff=19626</id>
		<title>HowTo:Edit units.csv</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_units.csv&amp;diff=19626"/>
				<updated>2014-02-09T06:23:06Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: links fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Add Per Pixel Lighting|Add Per Pixel Lighting]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Edit Unit Files|Edit Unit Files]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
&lt;br /&gt;
The {{CVS:units.csv}} file contains specific information on all [[Vessels &amp;amp; Installations|Vessels and Installations]] and [[Upgrades|Upgrades]] in VegaStrike.  This has replaced the &amp;lt;code&amp;gt;[[HowTo:Edit Unit Files|xunit.xml]]&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
=The &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; file=&lt;br /&gt;
The {{CVS:units.csv}} is a comma delimited text file which can be edited with any spreadsheet program.&lt;br /&gt;
&lt;br /&gt;
NOTE: Microsoft Works has problems with the long description columns.  For a free alternative, try [http://www.openoffice.org OpenOffice].&lt;br /&gt;
&lt;br /&gt;
==Columns in the &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; file==&lt;br /&gt;
The original description of the xunit syntax from hellcatv is located in [http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data/units/description.xunit?view=log CVS].  The columns of the {{CVS:units.csv}} file and their description are;&lt;br /&gt;
{{Fixme}} ''Copy Descriptions from [[HowTo:Edit Unit Files]]''&lt;br /&gt;
&lt;br /&gt;
* Key	''(Key)''&lt;br /&gt;
* Directory	''(String)''&lt;br /&gt;
* Name	''(string)''&lt;br /&gt;
* STATUS	''(string)'' - Development status, for internal use only.&lt;br /&gt;
* &amp;lt;s&amp;gt;FoFID	''(string)''&amp;lt;/s&amp;gt; (currently is not supported)&lt;br /&gt;
* Object_Type	''(string)''&lt;br /&gt;
* Combat_Role	''(string)'' - combat role that the ship has. It selects the row in [http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/ai/VegaEvents.csv?view=log ai/VegaEvents.csv] and [http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/ai/VegaPriorities.csv?view=log ai/VegaPriorities.csv] tables, defining the action choice and target priorities.&lt;br /&gt;
* Textual_Description	''(string)''&lt;br /&gt;
* Hud_image	''(string)'' - HUD image, a sprite format file. Extension &amp;lt;code&amp;gt;.spr&amp;lt;/code&amp;gt;. See also [[HowTo:Edit HUDs]].&lt;br /&gt;
* Unit_Scale	''(float)'' - Sets the scaling of the unit in the game&lt;br /&gt;
* Cockpit	''(string)'' - Defines a cockpit for the ship. Points to a cockpit file. Extension &amp;lt;code&amp;gt;.cpt&amp;lt;/code&amp;gt;. See also [[HowTo:Edit HUDs]].&lt;br /&gt;
* CockpitX	''(x=float)'' - Coordinates where the Cockpit should be in the Unit/Ship&lt;br /&gt;
* CockpitY	''(y=float)'' - Coordinates where the Cockpit should be in the Unit/Ship&lt;br /&gt;
* CockpitZ	''(z=float(meters))'' - Coordinates where the Cockpit should be in the Unit/Ship&lt;br /&gt;
* Mesh	&amp;lt;code&amp;gt;({filename(string);frame(int);texturetime(float)})&amp;lt;/code&amp;gt;&lt;br /&gt;
** filename - Points to a xmesh-file of the ship. Extension &amp;lt;code&amp;gt;.xmesh&amp;lt;/code&amp;gt;&lt;br /&gt;
** frame - ('''optional''') Defines the starting-frame of a mesh animation. See [http://forums.vega-strike.org/viewtopic.php?p=9688#9688 forums] for more.&lt;br /&gt;
** texturetime - ('''optional''') Defines the starting delay of a mesh animation. See [http://forums.vega-strike.org/viewtopic.php?p=9688#9688 forums] for more.&lt;br /&gt;
** Example: &amp;lt;code&amp;gt;{llama.bfxm;;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* Shield_Mesh	''(string)'' - ('''optional''') xmesh-file to use for the shield instead of a sphere. Extension &amp;lt;code&amp;gt;.xmesh&amp;lt;/code&amp;gt;&lt;br /&gt;
* Rapid_Mesh	''(string)'' - ('''optional''') xmesh-file to load and use for collisions with other units/ships/... instead of the Meshfile from above (not drawn) Extension &amp;lt;code&amp;gt;.xmesh&amp;lt;/code&amp;gt;&lt;br /&gt;
* BSP_Mesh	''(string)'' - ('''optional''') xmesh-file to use for beam and bolt collisions (not drawn) Extension &amp;lt;code&amp;gt;.xmesh&amp;lt;/code&amp;gt;&lt;br /&gt;
* Use_BSP	''(boolean)''&lt;br /&gt;
* Use_Rapid	''(boolean)''&lt;br /&gt;
* Mass	''(metric tons)'' - mass in metric tonnes (kkg)&lt;br /&gt;
* Moment_Of_Inertia	''(metric tons * meters*meters)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Convex_Hull_Volume	''(meters * meters * meters)''&amp;lt;/s&amp;gt;  (currently is not supported)&lt;br /&gt;
* Fuel_Capacity	''(metric tons)''&lt;br /&gt;
* Hull	''(VSD)'' - Specifies the ships Hull durability&lt;br /&gt;
* Armor_Front_Top_Right	''(VSD)'' - Specifies the ships physical armor&lt;br /&gt;
* Armor_Front_Top_Left	''(VSD)'' - Specifies the ships physical armor&lt;br /&gt;
* Armor_Front_Bottom_Right	''(VSD)'' - Specifies the ships physical armor&lt;br /&gt;
* Armor_Front_Bottom_Left	''(VSD)'' - Specifies the ships physical armor&lt;br /&gt;
* Armor_Back_Top_Right	''(VSD)'' - Specifies the ships physical armor&lt;br /&gt;
* Armor_Back_Top_Left	''(VSD)'' - Specifies the ships physical armor&lt;br /&gt;
* Armor_Back_Bottom_Right	''(VSD)'' - Specifies the ships physical armor&lt;br /&gt;
* Armor_Back_Bottom_Left	''(VSD)'' - Specifies the ships physical armor&lt;br /&gt;
* Shield_Front_Top_Right	''(VSD)'' - Specifies the ships Shield (electric armor). Used for all shields.&lt;br /&gt;
* Shield_Back_Top_Left	''(VSD)'' - Specifies the ships Shield (electric armor). Used for all shields.&lt;br /&gt;
* Shield_Front_Bottom_Right	''(VSD)'' - Specifies the ships Shield (electric armor). Not used for dual shields.&lt;br /&gt;
* Shield_Front_Bottom_Left	''(VSD)'' - Specifies the ships Shield (electric armor). Not used for dual shields.&lt;br /&gt;
* Shield_Back_Top_Right	''(VSD)'' - Specifies the ships Shield (electric armor). Not used for dual or quad shields.&lt;br /&gt;
* Shield_Front_Top_Left	''(VSD)'' - Specifies the ships Shield (electric armor). Not used for dual or quad shields.&lt;br /&gt;
* Shield_Back_Bottom_Right	''(VSD)'' - Specifies the ships Shield (electric armor). Not used for dual or quad shields.&lt;br /&gt;
* Shield_Back_Bottom_Left	''(VSD)'' - Specifies the ships Shield (electric armor). Not used for dual or quad shields.&lt;br /&gt;
* Shield_Recharge	''(VSD/second)'' - Shield regeneration if not violating speed limit&lt;br /&gt;
* Shield_Leak	''(percentage)'' - ('''optional''') how much leak these shields have (usually 0%)&lt;br /&gt;
* Warp_Capacitor	''(800MJ)'' - SPEC energy storage, fuel with &amp;quot;WC Fuel Hack&amp;quot; on (see [[Manual:Config:Advanced:Variables#.22physics.22_section|&amp;lt;code&amp;gt;physics/fuel_equals_warp&amp;lt;/code&amp;gt;]])&lt;br /&gt;
* Primary_Capacitor	''(100MJ)''&lt;br /&gt;
* Reactor_Recharge	''(100MJ/s)''&lt;br /&gt;
* Jump_Drive_Present	''(Boolean )'' - boolean whether the jump drive is missing (assumed missing in absence of tag)&lt;br /&gt;
* Jump_Drive_Delay	''(seconds)'' - seconds before jump drive initiates&lt;br /&gt;
* Wormhole	''(boolean)'' - forces units to teleport upon touching this one&lt;br /&gt;
* Outsystem_Jump_Cost	''(800MJ)'' - energy to use a wormhole&lt;br /&gt;
* Warp_Usage_Cost	''(800MJ/second)'' - energy to teleport or use SPEC (the latter divided by [[Manual:Config:Advanced:Variables#.22physics.22_section|&amp;lt;code&amp;gt;physics/warpbleed&amp;lt;/code&amp;gt;]])&lt;br /&gt;
* Afterburner_Type	''(int type )'' - Specifies the ships engine. Type 1 uses fuel, 0 - reactor energy, 2 - jump fuel, 3 - &amp;quot;NO AFTERBURNER&amp;quot;.&lt;br /&gt;
* Afterburner_Usage_Cost	''(100MJ/s)''&lt;br /&gt;
* Maneuver_Yaw	''(metric tons*degrees/second^2)'' -  Specifies the ships angular acceleration&lt;br /&gt;
* Maneuver_Pitch	''(metric tons*degrees/second^2)'' -  Specifies the ships angular acceleration&lt;br /&gt;
* Maneuver_Roll	''(metric tons*degrees/second^2)'' -  Specifies the ships angular acceleration&lt;br /&gt;
* Yaw_Governor	''(degrees/sec)''  - maximum yaw&lt;br /&gt;
* Pitch_Governor	''(degrees/sec)'' - maximum pitch&lt;br /&gt;
* Roll_Governor	''(degrees/sec)'' - maximum roll&lt;br /&gt;
* Afterburner_Accel	''(metric tons*m/s^2)'' - Thrust with afterburners&lt;br /&gt;
* Forward_Accel	''(metric tons*m/s^2)'' - Thrust without afterburners &lt;br /&gt;
* Retro_Accel	''(metric tons*m/s^2)'' - Reverse thrust &lt;br /&gt;
* Left_Accel	''(metric tons*m/s^2)'' - Left thrust &lt;br /&gt;
* Right_Accel	''(metric tons*m/s^2)'' - Right thrust  &lt;br /&gt;
* Top_Accel	''(metric tons**m/s^2)'' - Top thrust  &lt;br /&gt;
* Bottom_Accel	''(metric tons*m/s^2)'' - Bottom thrust  &lt;br /&gt;
* Afterburner_Speed_Governor	''(meters/second)''  - Max safe speed with afterburners &lt;br /&gt;
* Default_Speed_Governor	''(meters/second)'' - Max safe speed without afterburner &lt;br /&gt;
* ITTS	''(boolean)'' - if the unit has ability to target track with lead&lt;br /&gt;
* Radar_Color	''(boolean)'' - if unit has color radar&lt;br /&gt;
* Radar_Range	''(meters)'' - maximum range of radar&lt;br /&gt;
* Tracking_Cone	''(Degrees)'' - cone in which [[Manual:Combat:Target_tracking|autotracking]] works&lt;br /&gt;
* Max_Cone	''(Degrees)'' - cone in which the radar sees objects. Usually is set to 180 (i.e. the full sphere).&lt;br /&gt;
* Lock_Cone	''(Degrees)'' - cone in which missiles gain locking time&lt;br /&gt;
* Hold_Volume	''(m^3)'' - volume in cargo units&lt;br /&gt;
* Can_Cloak	''(boolean)''&lt;br /&gt;
* Cloak_Min	''(percentage)'' - minimum percentage of cloakedness&lt;br /&gt;
* Cloak_Rate	''(percentage/second)'' - time per second to cloak&lt;br /&gt;
* Cloak_Energy	''(800MJ/s)'' - how much energy this takes.&lt;br /&gt;
* Cloak_Glass	''(boolean)'' - boolean whether or not effect 2 is used&lt;br /&gt;
* Repair_Droid	''(int)'' - defines the speed of repairs. Repair time = [[Manual:Config:Advanced:Variables#.22physics.22_section|&amp;lt;code&amp;gt;physics/RepairDroidTime&amp;lt;/code&amp;gt;]]*(remained functionality)/Repair_Droid. Also, critical hits to the repair system decrease this by one.&lt;br /&gt;
* ECM_Rating	''(int)'' - each simulation frame, the probability of missile losing the protected target is proportional to this.&lt;br /&gt;
* ECM_Resist	''(int)'' {{FIXME}} - currently does nothing.&lt;br /&gt;
* Ecm_Drain	''(800MJ/s)'' {{FIXME}} - currently does nothing.&lt;br /&gt;
* Hud_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* Max_Hud_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* Lifesupport_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* Max_Lifesupport_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* Comm_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* Max_Comm_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* FireControl_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* Max_FireControl_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* SPECDrive_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* Max_SPECDrive_Functionality	''(1 normalized fraction)''&lt;br /&gt;
* Slide_Start	''(seconds)'' - ('''optional''') number of tenths of seconds before fully reacting to keyboard (smoothing)&lt;br /&gt;
* Slide_End	''(seconds)''  - ('''optional''') number of tenths of seconds to stop&lt;br /&gt;
* Activation_Accel	''(m/s^2)'' {{FIXME}} - currently does nothing.&lt;br /&gt;
* Activation_Speed	''(m/s)'' {{FIXME}} - currently does nothing.&lt;br /&gt;
* Upgrades	&amp;lt;code&amp;gt;({filename(string);mountoffset(int);subunoffset(int)})&amp;lt;/code&amp;gt;&lt;br /&gt;
** filename -&lt;br /&gt;
** mountoffset -&lt;br /&gt;
** subunoffset -&lt;br /&gt;
** Example: &amp;lt;code&amp;gt;{skyscope1;;}{capacitor02;;}{reactor02;;}{spec_capacitor01;;}{quadshield02;;}{armor01;;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* Prohibited_Upgrades	''(Semicolon delineated list of prohibited upgrades, allowing up to a certain number if specified with colon.)''&lt;br /&gt;
* Sub_Units	&amp;lt;code&amp;gt;({filename(string);x(meters);y(meters);z(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);restricted(meters)})&amp;lt;/code&amp;gt; - A Subunit is a (not necessarily) small independant part of your unit. In fact the main unit and the subunit are two different ships (units) patched together at a certain point (x,y,z see below). If a subunit is destroyed the remaining parts will fly into space like the remainings of any other ship ... e.g turrets&lt;br /&gt;
** filename - unit file that can be referenced from toplevel units&lt;br /&gt;
** x, y, z -  location of subunit&lt;br /&gt;
** forex, forey, forez - ('''optional''') Forward vector of subunit (assume 0,0,1)&lt;br /&gt;
** upx, upy, upz - ('''optional''') Up vector of subunit (assume 0,1,0)&lt;br /&gt;
** restricted - ('''optional''') angle that the turret can turn away from the &amp;quot;fore&amp;quot; vector. Since &amp;quot;fore&amp;quot; and &amp;quot;up&amp;quot; fully define its orientation, unwanted directions are restricted by assigning zero to some of the subunit's own Maneuver_??? and ???_Governor parameters.&lt;br /&gt;
** Example: &amp;lt;code&amp;gt;{turretpdlong;&amp;lt;span style=&amp;quot;color:darkblue&amp;quot;&amp;gt;0;2.2;4.5&amp;lt;/span&amp;gt;;0;0;1;0;1;0;180.0}{turretpdlong;0;-4.05;10;0;0;1;0;-1;0;180.0}&amp;lt;/code&amp;gt; &lt;br /&gt;
* Sound	''(shieldhit(string);armorhit(string);hullhit(string);jump(string);explode(string);cloak(string);engine(string))''&lt;br /&gt;
** shieldhit, armorhit, hullhit - See also [[Manual:Config:Advanced:Variables#.22unitaudio.22_section|&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;]] variables section.&lt;br /&gt;
** jump - &lt;br /&gt;
** explode -&lt;br /&gt;
** cloak -&lt;br /&gt;
** engine -&lt;br /&gt;
** Example: &amp;lt;code&amp;gt; &amp;lt;/code&amp;gt; &lt;br /&gt;
* Light	&amp;lt;code&amp;gt;({meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a(percentage);activationspeed(meters/second)})&amp;lt;/code&amp;gt; - Specifies an engine-flame/light/glow/whatever on your ship&lt;br /&gt;
** meshfile - meshfile (sans &amp;lt;code&amp;gt;.xmesh&amp;lt;/code&amp;gt;) for this engine model&lt;br /&gt;
** x, y, z - location of light (in meters)&lt;br /&gt;
** scale -  size of engine (radius, in meters)&lt;br /&gt;
** r, g, b, a - ('''optional''') red/blue/green/transparency colour of engine&lt;br /&gt;
** activationspeed - &lt;br /&gt;
** Example: &amp;lt;code&amp;gt;{supernova.bmp.bfxm;0.00000e+0;0.350000;-2.09200;2;;;;;}{supernova.bmp.bfxm;1.31600;-6.00000e-3;-1.82200;2;;;;;}{supernova.bmp.bfxm;-1.32800;-6.00000e-3;-1.82200;2;;;;;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mounts &amp;lt;code&amp;gt;({type(string);ammo(int);volume(meters);SIZE(string);x(meters);y(meters);z(meters);xyscale(meters);zscale(meters);forex(meters);forey(meters);forez(meters);upx(meters);upy(meters);upz(meters);functionality(percentage);maxfunctionality(percentage)})&amp;lt;/code&amp;gt;&lt;br /&gt;
** type - Type of weapon (see '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data/weapon_list.xml?view=log weapon_list.xml]''' in the data directory)&lt;br /&gt;
** ammo - how much ammo the gun holds. Only needed for ammo spending weapons e.g. missiles, mass-drivers, etc... Skipping it waives ammo count, as a possible hack for capships/bases.&lt;br /&gt;
** volume - how much ammo the gun can hold - i.e. &amp;lt;code&amp;gt;ammo&amp;lt;/code&amp;gt; ≤ &amp;lt;code&amp;gt;ammo.volume&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;mount.volume&amp;lt;/code&amp;gt;, or at least 1 (for single-missile pylons).&lt;br /&gt;
** SIZE - size class(es)/type(s) and if they are capable of autotracking.&lt;br /&gt;
** x, y, z - location of weapon&lt;br /&gt;
** xyscale, zscale - scaling of the weapon model. It's rendered only if both scales are &amp;gt;0 and [[Manual:Config:Advanced:Variables#.22graphics.22_section|&amp;lt;code&amp;gt;graphics/draw_weapons&amp;lt;/code&amp;gt;]] is set to &amp;quot;true&amp;quot;.&lt;br /&gt;
** forex, forey, forez - ('''optional''') Forward vector of mount (assume 0,0,1)&lt;br /&gt;
** upx, upy, upz - ('''optional''') Up vector of mount (assume 0,1,0)&lt;br /&gt;
** Example: &amp;lt;code&amp;gt;{;;;Light Medium;1.01200;-6.80000e-2;3.40800;;;;;;;;;1;1}{;;;Light Medium;-0.964000;-6.80000e-2;3.40800;;;;;;;;;1;1}{;;;Light;0.380000;0.176000;1.07600;;;;;;;;;1;1}{;;;Light;-0.336000;0.176000;1.07600;;;;;;;;;1;1}{;0;48;light-missile medium-missile special-missile;0;0;0;;;;;;;;;1;1}{;0;48;light-missile medium-missile special-missile;0;0;0;;;;;;;;;1;1}&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Net_Comm	''(?)''&amp;lt;/s&amp;gt;  (currently is not supported)&lt;br /&gt;
* Dock	&amp;lt;code&amp;gt;({Type(int);x(meters);y(meters);z(meters);size(meters);minsize(meters)})&amp;lt;/code&amp;gt;&lt;br /&gt;
** Type(int) -  '''(optional)''' 0 - outside (the ship hangs there); 1 - inside whether (the ship disappears); 10 - connected (has a waypoint); 20 - waypoint (for autodocking). The type is defined by the ''sum'' of these values.&lt;br /&gt;
** x, y, z -  location of dock (in meters)&lt;br /&gt;
** size - size of dock port (radius, in meters). The ship must be smaller than the size of the dock, otherwise it will remain in open space.&lt;br /&gt;
** minsize - &lt;br /&gt;
** Example: &amp;lt;code&amp;gt;{;-14.13;50.99;116.67;16.0;0}{20;-18.43;257.52;-31.63;48.0;0}{10;-18.43;197.63;-31.63;32.0;0}{;-18.43;144.8;-31.63;16.0;0}&amp;lt;/code&amp;gt; &lt;br /&gt;
* Cargo_Import	&amp;lt;code&amp;gt;({Cat(string);price(percentage);pricestddev(percentage);quant(percentage);quantstddev(percentage)})&amp;lt;/code&amp;gt; Used by bases, etc. for generating the cargo available for purchase.&lt;br /&gt;
** Cat - A category to use from {{CVS:MasterPartList}} - e.g &amp;quot;&amp;lt;code&amp;gt;Natural_Products/Natural_Resources&amp;lt;/code&amp;gt;&amp;quot;.&lt;br /&gt;
** price - price scale (multiplied by price in list) &lt;br /&gt;
** pricestddev - price scale variation (above adjusted by this)&lt;br /&gt;
** quant - quantity of this sort of cargo&lt;br /&gt;
** quantstddev -  quantity variation &lt;br /&gt;
** Example: &amp;lt;code&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
* Cargo	&amp;lt;code&amp;gt;({filename(string);Category(string);price(credits);quant(int);mass(metric Tons);volume(meters*meters*meters);functionality(percentage);maxfunctionality(percentage);description(string);missionCargo(bool)})&amp;lt;/code&amp;gt;&lt;br /&gt;
** filename - name of cargo&lt;br /&gt;
** Category - A category to use from {{CVS:MasterPartList}}.&lt;br /&gt;
** price - price of cargo&lt;br /&gt;
** quant - ammount of cargo&lt;br /&gt;
** mass - mass in tonnes&lt;br /&gt;
** volume - size of cargo in m3&lt;br /&gt;
** functionality, maxfunctionality - {{Fixme}} ''???''&lt;br /&gt;
** description - ('''optional/unused''')&lt;br /&gt;
** missionCargo -  Used to mark mission cargo in saved games. As such, it's not meaningful in ruleset data.&lt;br /&gt;
** Example: &amp;lt;code&amp;gt;{skyscope1;upgrades/Sensors/Basic;200;1;1;1;1;1;Refurbished Part;0}{capacitor02;upgrades/Capacitors/Standard;200;1;1;1;1;1;Refurbished Part;0}{reactor02;upgrades/Reactors/Standard;200;1;1;1;1;1;Refurbished Part;0}{spec_capacitor01;upgrades/SPEC_Capacitors;200;1;1;1;1;1;Refurbished Part;0}{quadshield02;upgrades/Shield_Systems/Standard_Quad_Shields;200;1;1;1;1;1;Refurbished Part;0}{armor01;upgrades/Armor;200;1;1;1;1;1;Refurbished Part;0}&amp;lt;/code&amp;gt;&lt;br /&gt;
* Explosion	''(string)''&lt;br /&gt;
* Num_Animation_Stages	''(int)''&lt;br /&gt;
* Upgrade_Storage_Volume	''(float)''&lt;br /&gt;
* Heat_Sink_Rating	''(float)'' - refire delay multiplier. For all and any mounts - which is why it's currently not used, though still can be useful for turrets.&lt;br /&gt;
* Shield_Efficiency	 ''(float)'' - shield recharge efficiency (1 normalized fraction). E.g. 0.5 means the shield consumes 2x energy while recharging.&lt;br /&gt;
* Num_Chunks	''(int)'' - affects the unit shattering on destruction.&lt;br /&gt;
* Collide_Subunits	''(boolean)'' - whether to recurse into subunits on collision.&lt;br /&gt;
* Spec_Interdiction	''(float)'' - the unit affecting SPEC around it other than by plain mass value&lt;br /&gt;
* Tractorability	''(text flags)'' - &amp;quot;p&amp;quot;|&amp;quot;P&amp;quot; adds push, &amp;quot;i&amp;quot;|&amp;quot;I&amp;quot; adds tractoring in, empty string assumes push-only, unrecognized gives immunity to tractors. Player ships get [[Manual:Config:Advanced:Variables#.22physics.22_section|&amp;lt;code&amp;gt;physics/PlayerTractorabilityMask&amp;lt;/code&amp;gt;]] ''in addition to'' this.&lt;br /&gt;
* Equipment_Space	''(m^3)'' - supposed to be raw internal hull volume, not ready Upgrade / Cargo storage space. (works, but not used in units.csv currently)&lt;br /&gt;
* Hidden_Hold_Volume	''(m^3)'' - cargo storage space for contraband. (works, but not used in units.csv currently)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Fixme}} ''Integrate the Hint better into the description above.''&amp;lt;BR/&amp;gt;&lt;br /&gt;
Hint ([http://forums.vega-strike.org/viewtopic.php?p=36437#36437 Source]):&lt;br /&gt;
* The '''...Maneuver''' variables are a value that can be calculated from &amp;quot;metric tons*degrees/second^2&amp;quot;.&lt;br /&gt;
* The '''...Governor''' variables are the maximum turn speed defined as &amp;quot;degrees/sec&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Editing the &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; file==&lt;br /&gt;
* Open the {{CVS:units.csv}} file in a spreadsheet application and if you are adding a new item, add a new line.&lt;br /&gt;
* {{Fixme}} ''ADD INFO''&lt;br /&gt;
* Save the file as a csv file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example: Llama.begin==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* {{CVS:units.csv}} in CVS&lt;br /&gt;
* [[HowTo:Edit Unit Files|HowTo:Edit XUNIT files]]&lt;br /&gt;
* [[HowTo:Add Descriptions]]  &lt;br /&gt;
* [[HowTo:Add Cargo]]&lt;br /&gt;
* [[HowTo:Add Upgrades]]&lt;br /&gt;
* [[HowTo:Edit master_part_list.csv]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Add Per Pixel Lighting|Add Per Pixel Lighting]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Edit Unit Files|Edit Unit Files]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Editing units.csv]]&lt;br /&gt;
[[Category:Development|Editing units.csv]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=19622</id>
		<title>HowTo:Make Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=19622"/>
				<updated>2014-02-05T03:03:05Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:MOD|MOD]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Upgrades|Add Upgrades]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=Adding weapons to the weapon list=&lt;br /&gt;
{{attention}}&lt;br /&gt;
&lt;br /&gt;
Weapon descriptions are stored in the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup weapon_list.xml]''' in the data directory.  &lt;br /&gt;
&lt;br /&gt;
Weapons are classified as&lt;br /&gt;
* Beam&lt;br /&gt;
* Bolt&lt;br /&gt;
* Ball&lt;br /&gt;
* Missile&lt;br /&gt;
&lt;br /&gt;
If more than one is given as &amp;lt;code&amp;gt;property1&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;property2&amp;lt;/code&amp;gt; this means, that they are both read, do the same ''and the latter synonymous property overwrites the former''(!).&lt;br /&gt;
==Weapon XML Schema==&lt;br /&gt;
{{fixme}} ''ADD DESCRIPTIONS TO SCHEMA''&lt;br /&gt;
&lt;br /&gt;
===General Properties===&lt;br /&gt;
An entry starts with the weapon type. Valid values: &amp;lt;code&amp;gt;Beam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bolt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Ball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Missile&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;code&amp;gt;''Weapon_type''&amp;lt;/code&amp;gt; '''Name'''=&amp;quot;&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&amp;quot; '''MountSize'''=&amp;quot;&amp;lt;code&amp;gt;Mount_type_1 Mount_type_2 ...&amp;lt;/code&amp;gt;&amp;quot; '''Role'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... &amp;lt;/code&amp;gt;&amp;quot; '''AntiRole'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... &amp;lt;/code&amp;gt;&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Name'''&amp;lt;/code&amp;gt; [string] - Its name (duh), the same as used in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; for mount attributes.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MountSize'''&amp;lt;/code&amp;gt; - Mount size, to be checked against mount attributes in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;. Valid values currently are &amp;quot;light&amp;quot;, &amp;quot;medium&amp;quot;, &amp;quot;heavy&amp;quot;, &amp;quot;capship-light&amp;quot;, &amp;quot;capship-heavy&amp;quot;, &amp;quot;special&amp;quot;, &amp;quot;light-missile&amp;quot;, &amp;quot;medium-missile&amp;quot;, &amp;quot;heavy-missile&amp;quot;, &amp;quot;light-capship-missile&amp;quot;, &amp;quot;heavy-capship-missile&amp;quot;, &amp;quot;special-missile&amp;quot;, &amp;quot;autotracking&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; [string] - Space-separated list of AI roles (Combat_Role of an unit, assigned in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; and used in data/ai) against which the weapon will be used. ''Exclusive'', but empty list or absent field allows everything. Note that it's applied after - and thus added to - the restrictions of a carrying unit's own Role, and if the weapon launches an unit (missile), it will act upon its own Role only. See also [[HowTo:Make_Weapons#Weapon_and_AI|Weapon and AI]] below. Currently it's used only for Tractor (but not Heavy Tractor): &amp;lt;code&amp;gt;role=&amp;quot;CARGO INERT&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AntiRole'''&amp;lt;/code&amp;gt; [string] - Used only if &amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; is absent. Works much the same way, but gives AI roles against which the weapon will ''not'' be used, everything else is allowed.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Appearance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string/file] Texture file name.&lt;br /&gt;
* &amp;lt;code&amp;gt;soundmp3&amp;lt;/code&amp;gt; [string/file] Sound file.&lt;br /&gt;
* &amp;lt;code&amp;gt;soundwav&amp;lt;/code&amp;gt; [string/file] Sound file.&lt;br /&gt;
* &amp;lt;code&amp;gt;OffsetX&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;OffsetY&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;OffsetZ&amp;lt;/code&amp;gt; [float] - Offset of the muzzle from the mount's coordinates, i.e. location of the weapon model's muzzle. Affected by config variables &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_xyscale'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_zscale'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;g&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; [float] [0.0 - 1.0] - Color components (with transparency) of the texture.&lt;br /&gt;
** E.g.: Tractor and Repulsor use the same texture, but different colors.&lt;br /&gt;
* &amp;lt;code&amp;gt;TextureStretch&amp;lt;/code&amp;gt; - [float] Stretches textures along the beam.&lt;br /&gt;
** Currently used only in code for '''beam'''. So you can use the same texture for different beams with different looks or adjust for speed.&lt;br /&gt;
&lt;br /&gt;
===Energy===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;consumption&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement, in units of 100s of MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - Maximum continuous firing duration. Used only for '''beam'''s.&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Rest time, in seconds, between firing.&lt;br /&gt;
*** If game difficulty is &amp;gt; 0.98 or weapon name doesn't end on &amp;quot;_Computer&amp;quot;. If it is, this rate is scaled, inversely proportional to difficulty value and using &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''refire_difficutly_scaling'''&amp;lt;/code&amp;gt;&amp;quot; variable (default=&amp;lt;code&amp;gt;3.0&amp;lt;/code&amp;gt;, with 1 scaling to the given value).&lt;br /&gt;
*** Multiplied by the unit's Heat_Sink_Rating - applying to all mounts indiscriminately, which is why it's discarded for now.&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. Could work with any weapon but is actually checked only for missiles, since it doesn't have much sense for most non-guided weapons.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage output, in units of 5.4 MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage (per second) that ignores shields, in units of 5.4 MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt; - Fraction of damage applied at the maximum range.&lt;br /&gt;
&lt;br /&gt;
===Distance===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; - Speed at which projectile or beam head travels linearly through space, in meters/second.&lt;br /&gt;
*** If &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), speeds are moderated (below 1000 raised, otherwise reduced) and adjusted using &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - Speed at which bolt/beam reaches its full radius and full damage, in meters/second. For missiles, determines explosion fall-off profile.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - Beam/bolt radius, in meters. For '''missile''', explosion cut-off radius, in meters (geometry should be given via unit mesh anyway).&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - Has any effect only for '''bolt'''.&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - Controls visual wave effect. Used only for '''beam'''.&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; - Max damaging range, in meters.&lt;br /&gt;
*** &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; (see above) control ranges adjustment as well.&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - The maximum distance from a target at which the missile detonates, in meters. '''Missile''' only.&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt; - ammo volume (for one shot), in meters&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*** For beams, works only if &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==By weapon type==&lt;br /&gt;
&lt;br /&gt;
===Beam===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Beam''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Energy'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;consumption&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement is per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - Maximum continuous firing duration.&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Does not depend on whether the weapon was fired for maximum duration or a single frame.&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - purely decorative.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage rate is given per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage rate is given per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; - Speed at which beam expands linearly through space.&lt;br /&gt;
*** Usually rather fast. E.g. all lasers have 300000000 (light speed).&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - Speed at which the beam reaches its full &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and full damage, in meters/second&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - Beam radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - Controls visual wave effect in beam.&lt;br /&gt;
*** E.g. for tractor beams it's negative, because the beam texture should move toward the weapon and not from it.&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt; - Ammo volume is set per shot: if used, 1 unit of ammo is fully spent when the beam is fired, even if it's interrupted later.&lt;br /&gt;
*** Works only if &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;). Currently the only beam with ammo is Jackhammer.&lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement is per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Time between shots, in seconds&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - purely decorative.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ball===&lt;br /&gt;
Mostly similar to Bolt, but is spherical, so there's one difference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''ball''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
&lt;br /&gt;
===Missile===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''missile''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
*** {{fixme}} Uses a complicated formula; at zero distance the damage is 2x this much, at &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; it's 1x, then fades out.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - {{fixme}} &amp;quot;radial multiplier&amp;quot;, sets the explosion profile: at this distance explosion causes 1x nominal damage and the fall-off function changes.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Explosion radius, in meters. It doesn't affect the fall-off profile, beyond this point damage is simply not calculated.&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; - It obviously haven't much practical sense for maneuverable ones, so what it really does is: sets self-destruct to Range/Speed and lets AI know at what range to use it.&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; -  {{fixme}} The maximum distance from a target at which the missile detonates, in meters.&lt;br /&gt;
*** Negative values are used for interceptors/drones.&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon and AI==&lt;br /&gt;
&lt;br /&gt;
Missiles ''must'' have their own AI files, &amp;quot;unitname&amp;quot;+&amp;quot;.xai&amp;quot; (see &amp;lt;code&amp;gt;data/ai/script/&amp;lt;/code&amp;gt;). If this file is not found, this &amp;quot;missile&amp;quot; is launched as an interceptor unit instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; as described above may be used to prevent attempts to waste a heavy missile or bomb on targets both fast and unworthy, like missiles or interceptors. Generally it's a good idea to set the weapon corresponding to the missile's role behaviour set in &amp;lt;code&amp;gt;data/ai/VegaPriorities.csv&amp;lt;/code&amp;gt; - so that if it won't hunt the unit, AI doesn't launch it at this unit in the first place. If roles are correctly pre-filtered, &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22AI.22_section|AI]]/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher, since NPC will not waste missiles before they get to proper targets.&lt;br /&gt;
&lt;br /&gt;
==Example 1: Beam Weapon==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Beam name=&amp;quot;LR_PminusBeamMKIV&amp;quot; mountsize=&amp;quot;capship-heavy&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Energy rate=&amp;quot;1500&amp;quot; stability=&amp;quot;8&amp;quot; refire=&amp;quot;2&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Damage rate=&amp;quot;15000&amp;quot; longrange=&amp;quot;.8&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Distance speed=&amp;quot;300000&amp;quot; radialspeed=&amp;quot;60&amp;quot; radius=&amp;quot;60&amp;quot; length=&amp;quot;8&amp;quot; pulsespeed=&amp;quot;36&amp;quot; range=&amp;quot;150000&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Appearance file=&amp;quot;weapons/heavylaserbeam.png&amp;quot; soundwav=&amp;quot;beam1.wav&amp;quot; r=&amp;quot;.6&amp;quot; g=&amp;quot;.1&amp;quot; b=&amp;quot;.8&amp;quot; a=&amp;quot;.6&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;/Beam&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example 2: Spinning Weapon==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can make it spin as well by making it an accessory of the missile/weapon:&lt;br /&gt;
* You make it a subunit (turret) at the center, which has the word &amp;lt;code&amp;gt;accessory&amp;lt;/code&amp;gt; in its name (e.g call it torpedo_accessory) &lt;br /&gt;
* Set the &amp;lt;code&amp;gt;max_yaw&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;max_pitch&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;max_roll&amp;lt;/code&amp;gt; to whatever you want it to spin at.&lt;br /&gt;
* Make an invisible (or e.g torpedo casing) main body.&lt;br /&gt;
&lt;br /&gt;
=Creating a weapon upgrade=&lt;br /&gt;
[[prestidigitator]] documented his steps to create new weapons in a [http://forums.vega-strike.org/viewtopic.php?t=8732 forum post].  Here's the part that isn't obsolete yet:&lt;br /&gt;
----&lt;br /&gt;
Here is what I have done:&lt;br /&gt;
# '''weapon_list.xml''': Copied the entire &amp;lt;Beam name=&amp;quot;LaserBeam' ...&amp;gt; node to the end of the file (just before the &amp;lt;/WEAPONS&amp;gt; end tag), changed the name from &amp;quot;LaserBeam&amp;quot; to &amp;quot;MyLaserBeam&amp;quot;, and modified the values to be what I wanted (I left the &amp;quot;mountsize&amp;quot; attribute as &amp;quot;light&amp;quot;).&lt;br /&gt;
# '''master_part_list.csv''': Copied the line starting with &amp;quot;laser_beam&amp;quot; to the end of the file and changed &amp;quot;laser_beam&amp;quot; to &amp;quot;my_laser_beam&amp;quot;.&lt;br /&gt;
# '''units/units.csv''': Copied the line starting with &amp;quot;laser_beam__upgrades&amp;quot; to the end of the file, changed &amp;quot;laser_beam__upgrades&amp;quot; to &amp;quot;my_laser_beam__upgrades&amp;quot;, changed &amp;quot;./factions/upgrades/laser_beam&amp;quot; to &amp;quot;./factions/upgrades/my_laser_beam&amp;quot;, changed the second &amp;quot;laser_beam&amp;quot; to &amp;quot;my_laser_beam&amp;quot;, and finally changed the &amp;quot;LaserBeam&amp;quot; to &amp;quot;MyLaserBeam&amp;quot;.&lt;br /&gt;
[...]&lt;br /&gt;
There's an ordering problem. I moved all the additions to immediately after those entries for the laser beam, and it worked.&lt;br /&gt;
So, I guess if you are trying to do this, consider my steps above to be a mini-HowTo, with the caveat that you should be careful about WHERE in the files you add things.&lt;br /&gt;
----&lt;br /&gt;
After CSV split ([https://sourceforge.net/p/vegastrike/code/13666/ [r13666]]), weapon effect parameters still are in data/'''weapon_list.xml''', but upgrade stats are in data/units/'''weapons.csv''' and trade in data/parts/'''trade_equipment.csv'''; add a line with picture in data/units/'''units_description.csv''' like ones for existing weapons, and everything should be covered.&lt;br /&gt;
&lt;br /&gt;
To have a custom mount model (visible when enabled by &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''draw_weapons'''&amp;lt;/code&amp;gt; config variable), add it as mounts/mylaserbeam.bfxm (lower case) - this works exactly the same way as with ships and subunits (including [[HowTo:Add_LODs|LODs]]). It's a good idea to check the model's size on the smallest ship able to carry it and check the muzzle of a weapon other than beam by setting the speed very low.&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=[[HowTo:MOD|MOD]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Upgrades|Add Upgrades]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Making Weapons]]&lt;br /&gt;
[[Category:Development|Making Weapons]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=19621</id>
		<title>HowTo:Make Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=19621"/>
				<updated>2014-02-05T01:26:37Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:MOD|MOD]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Upgrades|Add Upgrades]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=Adding weapons to the weapon list=&lt;br /&gt;
{{attention}}&lt;br /&gt;
&lt;br /&gt;
Weapon descriptions are stored in the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup weapon_list.xml]''' in the data directory.  &lt;br /&gt;
&lt;br /&gt;
Weapons are classified as&lt;br /&gt;
* Beam&lt;br /&gt;
* Bolt&lt;br /&gt;
* Ball&lt;br /&gt;
* Missile&lt;br /&gt;
&lt;br /&gt;
If more than one is given as &amp;lt;code&amp;gt;property1&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;property2&amp;lt;/code&amp;gt; this means, that they are both read, do the same ''and the latter synonymous property overwrites the former''(!).&lt;br /&gt;
==Weapon XML Schema==&lt;br /&gt;
{{fixme}} ''ADD DESCRIPTIONS TO SCHEMA''&lt;br /&gt;
&lt;br /&gt;
===General Properties===&lt;br /&gt;
An entry starts with the weapon type. Valid values: &amp;lt;code&amp;gt;Beam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bolt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Ball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Missile&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;code&amp;gt;''Weapon_type''&amp;lt;/code&amp;gt; '''Name'''=&amp;quot;&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&amp;quot; '''MountSize'''=&amp;quot;&amp;lt;code&amp;gt;Mount_type_1 Mount_type_2 ...&amp;lt;/code&amp;gt;&amp;quot; '''Role'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... &amp;lt;/code&amp;gt;&amp;quot; AntiRole=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... &amp;lt;/code&amp;gt;&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Name'''&amp;lt;/code&amp;gt; [string] - Its name (duh), the same as used in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; for mount attributes.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MountSize'''&amp;lt;/code&amp;gt; - Mount size, to be checked against mount attributes in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;. Valid values currently are &amp;quot;light&amp;quot;, &amp;quot;medium&amp;quot;, &amp;quot;heavy&amp;quot;, &amp;quot;capship-light&amp;quot;, &amp;quot;capship-heavy&amp;quot;, &amp;quot;special&amp;quot;, &amp;quot;light-missile&amp;quot;, &amp;quot;medium-missile&amp;quot;, &amp;quot;heavy-missile&amp;quot;, &amp;quot;light-capship-missile&amp;quot;, &amp;quot;heavy-capship-missile&amp;quot;, &amp;quot;special-missile&amp;quot;, &amp;quot;autotracking&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; [string] - ''Exclusive'' space-separated list of AI roles (Combat_Role of an unit, assigned in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; and used in data/ai) against which the weapon will be used. See [[HowTo:Make_Weapons#Weapon_and_AI|Weapon and AI]] below. Currently used only for Tractor (but not Heavy Tractor): &amp;lt;code&amp;gt;role=&amp;quot;CARGO INERT&amp;quot;&amp;lt;/code&amp;gt;. Empty list or absent field allows everything.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AntiRole'''&amp;lt;/code&amp;gt; [string] - Matters only if &amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; is absent. The same, but gives AI roles against which the weapon will ''not'' be used, everything else is allowed.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Appearance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string/file] Texture file name.&lt;br /&gt;
* &amp;lt;code&amp;gt;soundmp3&amp;lt;/code&amp;gt; [string/file] Sound file.&lt;br /&gt;
* &amp;lt;code&amp;gt;soundwav&amp;lt;/code&amp;gt; [string/file] Sound file.&lt;br /&gt;
* &amp;lt;code&amp;gt;OffsetX&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;OffsetY&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;OffsetZ&amp;lt;/code&amp;gt; [float] - Offset of the muzzle from the mount's coordinates, i.e. location of the weapon model's muzzle. Affected by config variables &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_xyscale'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_zscale'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;g&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; [float] [0.0 - 1.0] - Color components (with transparency) of the texture.&lt;br /&gt;
** E.g.: Tractor and Repulsor use the same texture, but different colors.&lt;br /&gt;
* &amp;lt;code&amp;gt;TextureStretch&amp;lt;/code&amp;gt; - [float] Stretches textures along the beam.&lt;br /&gt;
** Currently used only in code for '''beam'''. So you can use the same texture for different beams with different looks or adjust for speed.&lt;br /&gt;
&lt;br /&gt;
===Energy===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;consumption&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement, in units of 100s of MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - Maximum continuous firing duration. Used only for '''beam'''s.&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Rest time, in seconds, between firing.&lt;br /&gt;
*** If game difficulty is &amp;gt; 0.98 or weapon name doesn't end on &amp;quot;_Computer&amp;quot;. If it is, this rate is scaled, inversely proportional to difficulty value and using &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''refire_difficutly_scaling'''&amp;lt;/code&amp;gt;&amp;quot; variable (default=&amp;lt;code&amp;gt;3.0&amp;lt;/code&amp;gt;, with 1 scaling to the given value).&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. Could work with any weapon but is actually checked only for missiles, since it doesn't have much sense for most non-guided weapons.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage output, in units of 5.4 MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage (per second) that ignores shields, in units of 5.4 MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt; - Fraction of damage applied at the maximum range.&lt;br /&gt;
&lt;br /&gt;
===Distance===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; - Speed at which projectile or beam head travels linearly through space, in meters/second.&lt;br /&gt;
*** If &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), speeds are moderated (below 1000 raised, otherwise reduced) and adjusted using &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - Speed at which bolt/beam reaches its full radius and full damage, in meters/second. For missiles, determines explosion fall-off profile.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - Beam/bolt radius, in meters. For '''missile''', explosion cut-off radius, in meters (geometry should be given via unit mesh anyway).&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - Has any effect only for '''bolt'''.&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - Controls visual wave effect. Used only for '''beam'''.&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; - Max damaging range, in meters.&lt;br /&gt;
*** &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; (see above) control ranges adjustment as well.&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - The maximum distance from a target at which the missile detonates, in meters. '''Missile''' only.&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt; - ammo volume (for one shot), in meters&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*** For beams, works only if &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==By weapon type==&lt;br /&gt;
&lt;br /&gt;
===Beam===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Beam''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Energy'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;consumption&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement is per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - Maximum continuous firing duration.&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - purely decorative.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage rate is given per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage rate is given per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; - Speed at which beam expands linearly through space.&lt;br /&gt;
*** Usually rather fast. E.g. all lasers have 300000000 (light speed).&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - Speed at which the beam reaches its full &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and full damage, in meters/second&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - Beam radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - Controls visual wave effect in beam.&lt;br /&gt;
*** E.g. for tractor beams it's negative, because the beam texture should move toward the weapon and not from it.&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt; - Ammo volume is set per shot: if used, 1 unit of ammo is fully spent when the beam is fired, even if it's interrupted later.&lt;br /&gt;
*** Works only if &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/ '''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;). Currently the only beam with ammo is Jackhammer.&lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement is per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Time between shots, in seconds&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - purely decorative.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ball===&lt;br /&gt;
Mostly similar to Bolt, but is spherical, so there's one difference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''ball''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
&lt;br /&gt;
===Missile===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''missile''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
*** {{fixme}} Uses a complicated formula; at zero distance the damage is 2x this much, at &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; it's 1x.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
*** {{fixme}} Currently non-lethal (&amp;quot;negative&amp;quot;) phasedamage for missiles is ignored.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - {{fixme}} &amp;quot;radial multiplier&amp;quot;, sets the explosion profile: at this distance explosion causes 1x nominal damage and the fall-off function changes.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Explosion radius, in meters. It doesn't affect the fall-off profile, beyond this point damage is simply not calculated.&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; - It obviously haven't much practical sense for maneuverable ones, so what it really does is set self-destruct to Range/Speed and lets AI know at what range to use it.&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; -  {{fixme}} The maximum distance from a target at which the missile detonates, in meters.&lt;br /&gt;
*** Negative values are used for drones.&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon and AI==&lt;br /&gt;
&lt;br /&gt;
Missiles ''must'' have their own AI files, &amp;quot;unitname&amp;quot;+&amp;quot;.xai&amp;quot; (see &amp;lt;code&amp;gt;data/ai/script/&amp;lt;/code&amp;gt;). If this file is not found, this &amp;quot;missile&amp;quot; is launched as an interceptor unit instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; as described above may be used to prevent attempts to waste a heavy missile or bomb on targets both fast and unworthy, like missiles or interceptors. Generally it's a good idea to set the weapon corresponding to the missile's role behaviour set in &amp;lt;code&amp;gt;data/ai/VegaPriorities.csv&amp;lt;/code&amp;gt; - then if it won't hunt the unit, AI won't launch it at this unit in the first place. If roles are pre-filtered correctly, &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22AI.22_section|AI]]/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher as NPC will not be inclined to waste missiles early on.&lt;br /&gt;
&lt;br /&gt;
==Example 1: Beam Weapon==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Beam name=&amp;quot;LR_PminusBeamMKIV&amp;quot; mountsize=&amp;quot;capship-heavy&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Energy rate=&amp;quot;1500&amp;quot; stability=&amp;quot;8&amp;quot; refire=&amp;quot;2&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Damage rate=&amp;quot;15000&amp;quot; longrange=&amp;quot;.8&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Distance speed=&amp;quot;300000&amp;quot; radialspeed=&amp;quot;60&amp;quot; radius=&amp;quot;60&amp;quot; length=&amp;quot;8&amp;quot; pulsespeed=&amp;quot;36&amp;quot; range=&amp;quot;150000&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Appearance file=&amp;quot;weapons/heavylaserbeam.png&amp;quot; soundwav=&amp;quot;beam1.wav&amp;quot; r=&amp;quot;.6&amp;quot; g=&amp;quot;.1&amp;quot; b=&amp;quot;.8&amp;quot; a=&amp;quot;.6&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;/Beam&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example 2: Spinning Weapon==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can make it spin as well by making it an accessory of the missile/weapon:&lt;br /&gt;
* You make it a subunit (turret) at the center, which has the word &amp;lt;code&amp;gt;accessory&amp;lt;/code&amp;gt; in its name (e.g call it torpedo_accessory) &lt;br /&gt;
* Set the &amp;lt;code&amp;gt;max_yaw&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;max_pitch&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;max_roll&amp;lt;/code&amp;gt; to whatever you want it to spin at.&lt;br /&gt;
* Make an invisible (or e.g torpedo casing) main body.&lt;br /&gt;
&lt;br /&gt;
=Creating a weapon upgrade=&lt;br /&gt;
[[prestidigitator]] documented his steps to create new weapons in a [http://forums.vega-strike.org/viewtopic.php?t=8732 forum post].  Here's the part that isn't obsolete yet:&lt;br /&gt;
----&lt;br /&gt;
Here is what I have done:&lt;br /&gt;
# '''weapon_list.xml''': Copied the entire &amp;lt;Beam name=&amp;quot;LaserBeam' ...&amp;gt; node to the end of the file (just before the &amp;lt;/WEAPONS&amp;gt; end tag), changed the name from &amp;quot;LaserBeam&amp;quot; to &amp;quot;MyLaserBeam&amp;quot;, and modified the values to be what I wanted (I left the &amp;quot;mountsize&amp;quot; attribute as &amp;quot;light&amp;quot;).&lt;br /&gt;
# '''master_part_list.csv''': Copied the line starting with &amp;quot;laser_beam&amp;quot; to the end of the file and changed &amp;quot;laser_beam&amp;quot; to &amp;quot;my_laser_beam&amp;quot;.&lt;br /&gt;
# '''units/units.csv''': Copied the line starting with &amp;quot;laser_beam__upgrades&amp;quot; to the end of the file, changed &amp;quot;laser_beam__upgrades&amp;quot; to &amp;quot;my_laser_beam__upgrades&amp;quot;, changed &amp;quot;./factions/upgrades/laser_beam&amp;quot; to &amp;quot;./factions/upgrades/my_laser_beam&amp;quot;, changed the second &amp;quot;laser_beam&amp;quot; to &amp;quot;my_laser_beam&amp;quot;, and finally changed the &amp;quot;LaserBeam&amp;quot; to &amp;quot;MyLaserBeam&amp;quot;.&lt;br /&gt;
[...]&lt;br /&gt;
There's an ordering problem. I moved all the additions to immediately after those entries for the laser beam, and it worked.&lt;br /&gt;
So, I guess if you are trying to do this, consider my steps above to be a mini-HowTo, with the caveat that you should be careful about WHERE in the files you add things.&lt;br /&gt;
----&lt;br /&gt;
After CSV split ([https://sourceforge.net/p/vegastrike/code/13666/ [r13666]]), weapon effect parameters still are in data/'''weapon_list.xml''', but upgrade stats are in data/units/'''weapons.csv''' and trade in data/parts/'''trade_equipment.csv'''; add a line with picture in data/units/'''units_description.csv''' like ones for existing weapons, and everything should be covered.&lt;br /&gt;
&lt;br /&gt;
# To have a custom mount model (visible when enabled by &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''draw_weapons'''&amp;lt;/code&amp;gt; config variable), add it as mounts/mylaserbeam.bfxm (lower case) - this works exactly the same way as with ships and subunits (including [[HowTo:Add_LODs|LODs]]). It's a good idea to check the model's size on the smallest ship able to carry it and check the muzzle of a weapon other than beam by setting the speed very low.&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=[[HowTo:MOD|MOD]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Upgrades|Add Upgrades]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Making Weapons]]&lt;br /&gt;
[[Category:Development|Making Weapons]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=19620</id>
		<title>HowTo:Make Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=19620"/>
				<updated>2014-02-05T01:22:31Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:MOD|MOD]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Upgrades|Add Upgrades]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=Adding weapons to the weapon list=&lt;br /&gt;
{{attention}}&lt;br /&gt;
&lt;br /&gt;
Weapon descriptions are stored in the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup weapon_list.xml]''' in the data directory.  &lt;br /&gt;
&lt;br /&gt;
Weapons are classified as&lt;br /&gt;
* Beam&lt;br /&gt;
* Bolt&lt;br /&gt;
* Ball&lt;br /&gt;
* Missile&lt;br /&gt;
&lt;br /&gt;
If more than one is given as &amp;lt;code&amp;gt;property1&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;property2&amp;lt;/code&amp;gt; this means, that they are both read, do the same ''and the latter synonymous property overwrites the former''(!).&lt;br /&gt;
==Weapon XML Schema==&lt;br /&gt;
{{fixme}} ''ADD DESCRIPTIONS TO SCHEMA''&lt;br /&gt;
&lt;br /&gt;
===General Properties===&lt;br /&gt;
An entry starts with the weapon type. Valid values: &amp;lt;code&amp;gt;Beam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bolt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Ball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Missile&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;code&amp;gt;''Weapon_type''&amp;lt;/code&amp;gt; '''Name'''=&amp;quot;&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&amp;quot; '''MountSize'''=&amp;quot;&amp;lt;code&amp;gt;Mount_type_1 Mount_type_2 ...&amp;lt;/code&amp;gt;&amp;quot; '''Role'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... &amp;lt;/code&amp;gt;&amp;quot; AntiRole=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... &amp;lt;/code&amp;gt;&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Name'''&amp;lt;/code&amp;gt; [string] - Its name (duh), the same as used in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; for mount attributes.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MountSize'''&amp;lt;/code&amp;gt; - Mount size, to be checked against mount attributes in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;. Valid values currently are &amp;quot;light&amp;quot;, &amp;quot;medium&amp;quot;, &amp;quot;heavy&amp;quot;, &amp;quot;capship-light&amp;quot;, &amp;quot;capship-heavy&amp;quot;, &amp;quot;special&amp;quot;, &amp;quot;light-missile&amp;quot;, &amp;quot;medium-missile&amp;quot;, &amp;quot;heavy-missile&amp;quot;, &amp;quot;light-capship-missile&amp;quot;, &amp;quot;heavy-capship-missile&amp;quot;, &amp;quot;special-missile&amp;quot;, &amp;quot;autotracking&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; [string] - ''Exclusive'' space-separated list of AI roles (Combat_Role of an unit, aa set in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; and used in data/ai) against which the weapon will be used. Currently used only for Tractor (but not Heavy Tractor): &amp;lt;code&amp;gt;role=&amp;quot;CARGO INERT&amp;quot;&amp;lt;/code&amp;gt;. Empty (or absent) list allows everything. See [[HowTo:Make_Weapons#|Weapon and AI]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AntiRole'''&amp;lt;/code&amp;gt; [string] - Matters only if &amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; is absent. The same, but gives AI roles against which the weapon will ''not'' be used.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Appearance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string/file] Texture file name.&lt;br /&gt;
* &amp;lt;code&amp;gt;soundmp3&amp;lt;/code&amp;gt; [string/file] Sound file.&lt;br /&gt;
* &amp;lt;code&amp;gt;soundwav&amp;lt;/code&amp;gt; [string/file] Sound file.&lt;br /&gt;
* &amp;lt;code&amp;gt;OffsetX&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;OffsetY&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;OffsetZ&amp;lt;/code&amp;gt; [float] - Offset of the muzzle from the mount's coordinates, i.e. location of the weapon model's muzzle. Affected by config variables &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_xyscale'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_zscale'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;g&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; [float] [0.0 - 1.0] - Color components (with transparency) of the texture.&lt;br /&gt;
** E.g.: Tractor and Repulsor use the same texture, but different colors.&lt;br /&gt;
* &amp;lt;code&amp;gt;TextureStretch&amp;lt;/code&amp;gt; - [float] Stretches textures along the beam.&lt;br /&gt;
** Currently used only in code for '''beam'''. So you can use the same texture for different beams with different looks or adjust for speed.&lt;br /&gt;
&lt;br /&gt;
===Energy===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;consumption&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement, in units of 100s of MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - Maximum continuous firing duration. Used only for '''beam'''s.&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Rest time, in seconds, between firing.&lt;br /&gt;
*** If game difficulty is &amp;gt; 0.98 or weapon name doesn't end on &amp;quot;_Computer&amp;quot;. If it is, this rate is scaled, inversely proportional to difficulty value and using &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''refire_difficutly_scaling'''&amp;lt;/code&amp;gt;&amp;quot; variable (default=&amp;lt;code&amp;gt;3.0&amp;lt;/code&amp;gt;, with 1 scaling to the given value).&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. Could work with any weapon but is actually checked only for missiles, since it doesn't have much sense for most non-guided weapons.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage output, in units of 5.4 MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage (per second) that ignores shields, in units of 5.4 MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt; - Fraction of damage applied at the maximum range.&lt;br /&gt;
&lt;br /&gt;
===Distance===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; - Speed at which projectile or beam head travels linearly through space, in meters/second.&lt;br /&gt;
*** If &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), speeds are moderated (below 1000 raised, otherwise reduced) and adjusted using &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - Speed at which bolt/beam reaches its full radius and full damage, in meters/second. For missiles, determines explosion fall-off profile.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - Beam/bolt radius, in meters. For '''missile''', explosion cut-off radius, in meters (geometry should be given via unit mesh anyway).&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - Has any effect only for '''bolt'''.&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - Controls visual wave effect. Used only for '''beam'''.&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; - Max damaging range, in meters.&lt;br /&gt;
*** &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; (see above) control ranges adjustment as well.&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - The maximum distance from a target at which the missile detonates, in meters. '''Missile''' only.&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt; - ammo volume (for one shot), in meters&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*** For beams, works only if &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==By weapon type==&lt;br /&gt;
&lt;br /&gt;
===Beam===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Beam''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Energy'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;consumption&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement is per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - Maximum continuous firing duration.&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - purely decorative.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage rate is given per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage rate is given per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; - Speed at which beam expands linearly through space.&lt;br /&gt;
*** Usually rather fast. E.g. all lasers have 300000000 (light speed).&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - Speed at which the beam reaches its full &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and full damage, in meters/second&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - Beam radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - Controls visual wave effect in beam.&lt;br /&gt;
*** E.g. for tractor beams it's negative, because the beam texture should move toward the weapon and not from it.&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt; - Ammo volume is set per shot: if used, 1 unit of ammo is fully spent when the beam is fired, even if it's interrupted later.&lt;br /&gt;
*** Works only if &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/ '''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;). Currently the only beam with ammo is Jackhammer.&lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement is per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Time between shots, in seconds&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - purely decorative.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ball===&lt;br /&gt;
Mostly similar to Bolt, but is spherical, so there's one difference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''ball''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
&lt;br /&gt;
===Missile===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''missile''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
*** {{fixme}} Uses a complicated formula; at zero distance the damage is 2x this much, at &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; it's 1x.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
*** {{fixme}} Currently non-lethal (&amp;quot;negative&amp;quot;) phasedamage for missiles is ignored.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - {{fixme}} &amp;quot;radial multiplier&amp;quot;, sets the explosion profile: at this distance explosion causes 1x nominal damage and the fall-off function changes.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Explosion radius, in meters. It doesn't affect the fall-off profile, beyond this point damage is simply not calculated.&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; - It obviously haven't much practical sense for maneuverable ones, so what it really does is set self-destruct to Range/Speed and lets AI know at what range to use it.&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; -  {{fixme}} The maximum distance from a target at which the missile detonates, in meters.&lt;br /&gt;
*** Negative values are used for drones.&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon and AI==&lt;br /&gt;
&lt;br /&gt;
Missiles ''must'' have their own AI files, &amp;quot;unitname&amp;quot;+&amp;quot;.xai&amp;quot; (see &amp;lt;code&amp;gt;data/ai/script/&amp;lt;/code&amp;gt;). If this file is not found, this &amp;quot;missile&amp;quot; is launched as an interceptor unit instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; as described above may be used to prevent attempts to waste a heavy missile or bomb on targets both fast and unworthy, like missiles or interceptors. Generally it's a good idea to set the weapon corresponding to the missile's role behaviour set in &amp;lt;code&amp;gt;data/ai/VegaPriorities.csv&amp;lt;/code&amp;gt; - then if it won't hunt the unit, AI won't launch it at this unit in the first place. If roles are pre-filtered correctly, &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22AI.22_section|AI]]/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher as NPC will not be inclined to waste missiles early on.&lt;br /&gt;
&lt;br /&gt;
==Example 1: Beam Weapon==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Beam name=&amp;quot;LR_PminusBeamMKIV&amp;quot; mountsize=&amp;quot;capship-heavy&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Energy rate=&amp;quot;1500&amp;quot; stability=&amp;quot;8&amp;quot; refire=&amp;quot;2&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Damage rate=&amp;quot;15000&amp;quot; longrange=&amp;quot;.8&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Distance speed=&amp;quot;300000&amp;quot; radialspeed=&amp;quot;60&amp;quot; radius=&amp;quot;60&amp;quot; length=&amp;quot;8&amp;quot; pulsespeed=&amp;quot;36&amp;quot; range=&amp;quot;150000&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Appearance file=&amp;quot;weapons/heavylaserbeam.png&amp;quot; soundwav=&amp;quot;beam1.wav&amp;quot; r=&amp;quot;.6&amp;quot; g=&amp;quot;.1&amp;quot; b=&amp;quot;.8&amp;quot; a=&amp;quot;.6&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;/Beam&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example 2: Spinning Weapon==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can make it spin as well by making it an accessory of the missile/weapon:&lt;br /&gt;
* You make it a subunit (turret) at the center, which has the word &amp;lt;code&amp;gt;accessory&amp;lt;/code&amp;gt; in its name (e.g call it torpedo_accessory) &lt;br /&gt;
* Set the &amp;lt;code&amp;gt;max_yaw&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;max_pitch&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;max_roll&amp;lt;/code&amp;gt; to whatever you want it to spin at.&lt;br /&gt;
* Make an invisible (or e.g torpedo casing) main body.&lt;br /&gt;
&lt;br /&gt;
=Creating a weapon upgrade=&lt;br /&gt;
[[prestidigitator]] documented his steps to create new weapons in a [http://forums.vega-strike.org/viewtopic.php?t=8732 forum post].  Here's the part that isn't obsolete yet:&lt;br /&gt;
----&lt;br /&gt;
Here is what I have done:&lt;br /&gt;
# '''weapon_list.xml''': Copied the entire &amp;lt;Beam name=&amp;quot;LaserBeam' ...&amp;gt; node to the end of the file (just before the &amp;lt;/WEAPONS&amp;gt; end tag), changed the name from &amp;quot;LaserBeam&amp;quot; to &amp;quot;MyLaserBeam&amp;quot;, and modified the values to be what I wanted (I left the &amp;quot;mountsize&amp;quot; attribute as &amp;quot;light&amp;quot;).&lt;br /&gt;
# '''master_part_list.csv''': Copied the line starting with &amp;quot;laser_beam&amp;quot; to the end of the file and changed &amp;quot;laser_beam&amp;quot; to &amp;quot;my_laser_beam&amp;quot;.&lt;br /&gt;
# '''units/units.csv''': Copied the line starting with &amp;quot;laser_beam__upgrades&amp;quot; to the end of the file, changed &amp;quot;laser_beam__upgrades&amp;quot; to &amp;quot;my_laser_beam__upgrades&amp;quot;, changed &amp;quot;./factions/upgrades/laser_beam&amp;quot; to &amp;quot;./factions/upgrades/my_laser_beam&amp;quot;, changed the second &amp;quot;laser_beam&amp;quot; to &amp;quot;my_laser_beam&amp;quot;, and finally changed the &amp;quot;LaserBeam&amp;quot; to &amp;quot;MyLaserBeam&amp;quot;.&lt;br /&gt;
[...]&lt;br /&gt;
There's an ordering problem. I moved all the additions to immediately after those entries for the laser beam, and it worked.&lt;br /&gt;
So, I guess if you are trying to do this, consider my steps above to be a mini-HowTo, with the caveat that you should be careful about WHERE in the files you add things.&lt;br /&gt;
----&lt;br /&gt;
After CSV split ([https://sourceforge.net/p/vegastrike/code/13666/ [r13666]]), weapon effect parameters still are in data/'''weapon_list.xml''', but upgrade stats are in data/units/'''weapons.csv''' and trade in data/parts/'''trade_equipment.csv'''; add a line with picture in data/units/'''units_description.csv''' like ones for existing weapons, and everything should be covered.&lt;br /&gt;
&lt;br /&gt;
# To have a custom mount model (visible when enabled by &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''draw_weapons'''&amp;lt;/code&amp;gt; config variable), add it as mounts/mylaserbeam.bfxm (lower case) - this works exactly the same way as with ships and subunits (including [[HowTo:Add_LODs|LODs]]). It's a good idea to check the model's size on the smallest ship able to carry it and check the muzzle of a weapon other than beam by setting the speed very low.&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=[[HowTo:MOD|MOD]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Upgrades|Add Upgrades]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Making Weapons]]&lt;br /&gt;
[[Category:Development|Making Weapons]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=19619</id>
		<title>HowTo:Make Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=19619"/>
				<updated>2014-02-05T01:00:01Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:MOD|MOD]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Upgrades|Add Upgrades]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=Adding weapons to the weapon list=&lt;br /&gt;
{{attention}}&lt;br /&gt;
&lt;br /&gt;
Weapon descriptions are stored in the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup weapon_list.xml]''' in the data directory.  &lt;br /&gt;
&lt;br /&gt;
Weapons are classified as&lt;br /&gt;
* Beam&lt;br /&gt;
* Bolt&lt;br /&gt;
* Ball&lt;br /&gt;
* Missile&lt;br /&gt;
&lt;br /&gt;
If more than one is given as &amp;lt;code&amp;gt;property1&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;property2&amp;lt;/code&amp;gt; this means, that they are both read, do the same ''and the latter synonymous property overwrites the former''(!).&lt;br /&gt;
==Weapon XML Schema==&lt;br /&gt;
{{fixme}} ''ADD DESCRIPTIONS TO SCHEMA''&lt;br /&gt;
&lt;br /&gt;
===General Properties===&lt;br /&gt;
An entry starts with the weapon type. Valid values: &amp;lt;code&amp;gt;Beam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bolt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Ball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Missile&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;code&amp;gt;''Weapon_type''&amp;lt;/code&amp;gt; '''Name'''=&amp;quot;&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;&amp;quot; '''MountSize'''=&amp;quot;&amp;lt;code&amp;gt;Mount_type_1 Mount_type_2 ...&amp;lt;/code&amp;gt;&amp;quot; '''Role'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... &amp;lt;/code&amp;gt;&amp;quot; AntiRole=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... &amp;lt;/code&amp;gt;&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Name'''&amp;lt;/code&amp;gt; [string] - Its name (duh), the same as used in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; for mount attributes.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''MountSize'''&amp;lt;/code&amp;gt; - Mount size, to be checked against mount attributes in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;. Valid values currently are &amp;quot;light&amp;quot;, &amp;quot;medium&amp;quot;, &amp;quot;heavy&amp;quot;, &amp;quot;capship-light&amp;quot;, &amp;quot;capship-heavy&amp;quot;, &amp;quot;special&amp;quot;, &amp;quot;light-missile&amp;quot;, &amp;quot;medium-missile&amp;quot;, &amp;quot;heavy-missile&amp;quot;, &amp;quot;light-capship-missile&amp;quot;, &amp;quot;heavy-capship-missile&amp;quot;, &amp;quot;special-missile&amp;quot;, &amp;quot;autotracking&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; [string] - ''Exclusive'' space-separated list of AI roles (Combat_Role of an unit, aa set in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt; and used in data/ai) against which the weapon will be used. Currently used only for Tractor (but not Heavy Tractor): &amp;lt;code&amp;gt;role=&amp;quot;CARGO INERT&amp;quot;&amp;lt;/code&amp;gt;. Empty (or absent) list allows everything.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''AntiRole'''&amp;lt;/code&amp;gt; [string] - Matters only if &amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; is absent. The same, but gives AI roles against which the weapon will ''not'' be used.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Appearance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; [string/file] Texture file name.&lt;br /&gt;
* &amp;lt;code&amp;gt;soundmp3&amp;lt;/code&amp;gt; [string/file] Sound file.&lt;br /&gt;
* &amp;lt;code&amp;gt;soundwav&amp;lt;/code&amp;gt; [string/file] Sound file.&lt;br /&gt;
* &amp;lt;code&amp;gt;OffsetX&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;OffsetY&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;OffsetZ&amp;lt;/code&amp;gt; [float] - Offset of the muzzle from the mount's coordinates, i.e. location of the weapon model's muzzle. Affected by config variables &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_xyscale'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''weapon_zscale'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;g&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; [float] [0.0 - 1.0] - Color components (with transparency) of the texture.&lt;br /&gt;
** E.g.: Tractor and Repulsor use the same texture, but different colors.&lt;br /&gt;
* &amp;lt;code&amp;gt;TextureStretch&amp;lt;/code&amp;gt; - [float] Stretches textures along the beam.&lt;br /&gt;
** Currently used only in code for '''beam'''. So you can use the same texture for different beams with different looks or adjust for speed.&lt;br /&gt;
&lt;br /&gt;
===Energy===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;consumption&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement, in units of 100s of MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - Maximum continuous firing duration. Used only for '''beam'''s.&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Rest time, in seconds, between firing.&lt;br /&gt;
*** If game difficulty is &amp;gt; 0.98 or weapon name doesn't end on &amp;quot;_Computer&amp;quot;. If it is, this rate is scaled, inversely proportional to difficulty value and using &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''refire_difficutly_scaling'''&amp;lt;/code&amp;gt;&amp;quot; variable (default=&amp;lt;code&amp;gt;3.0&amp;lt;/code&amp;gt;, with 1 scaling to the given value).&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. Could work with any weapon but is actually checked only for missiles, since it doesn't have much sense for most non-guided weapons.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage output, in units of 5.4 MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage (per second) that ignores shields, in units of 5.4 MJ. Depending on the weapon type, per second or per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt; - Fraction of damage applied at the maximum range.&lt;br /&gt;
&lt;br /&gt;
===Distance===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; - Speed at which projectile or beam head travels linearly through space, in meters/second.&lt;br /&gt;
*** If &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;), speeds are moderated (below 1000 raised, otherwise reduced) and adjusted using &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed'''&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - Speed at which bolt/beam reaches its full radius and full damage, in meters/second.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - Beam radius, in meters&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - Has any effect only for '''bolt'''.&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - Controls visual wave effect. Used only for '''beam'''.&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; - Max damaging range, in meters.&lt;br /&gt;
*** &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; (see above) control ranges adjustment as well.&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - The maximum distance from a target at which the missile detonates, in meters. '''Missile''' only.&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt; - ammo volume (for one shot), in meters&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*** For beams, works only if &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/'''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==By weapon type==&lt;br /&gt;
&lt;br /&gt;
===Beam===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Beam''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''Energy'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;consumption&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement is per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - Maximum continuous firing duration.&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - purely decorative.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage rate is given per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage rate is given per second.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; - Speed at which beam expands linearly through space.&lt;br /&gt;
*** Usually rather fast. E.g. all lasers have 300000000 (light speed).&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - Speed at which the beam reaches its full &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and full damage, in meters/second&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - Beam radius.&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - Controls visual wave effect in beam.&lt;br /&gt;
*** E.g. for tractor beams it should be negative, so that the beam texture moved toward the weapon and not from it.&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt; - Ammo volume is set per shot: if used, 1 unit of ammo is fully spent when the beam is fired, even if it's interrupted later.&lt;br /&gt;
*** Works only if &amp;quot;&amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22Physics.22_section|physics]]/ '''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot; variable is set to &amp;quot;&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&amp;quot; (default &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;). Currently the only beam with ammo is Jackhammer.&lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Energy requirement is per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt; - Time between shots, in seconds&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - purely decorative.&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ball===&lt;br /&gt;
Mostly similar to Bolt, but is spherical, so there's one difference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''ball''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
&lt;br /&gt;
===Missile===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''missile''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Energy''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Per shot.&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;refire&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. &lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Damage''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;rate&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
*** {{fixme}} Uses a complicated formula; at zero distance the damage is 2x this much, at &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; it's 1x.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage is given per shot.&lt;br /&gt;
*** {{fixme}} Currently non-lethal (&amp;quot;negative&amp;quot;) phasedamage for missiles is ignored.&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;'''Distance''' ... /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;radialspeed&amp;lt;/code&amp;gt; - {{fixme}} &amp;quot;radial multiplier&amp;quot;, sets the explosion profile: at this distance explosion causes 1x nominal damage and the fall-off function changes.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Explosion radius, in meters. It doesn't affect the fall-off profile, beyond this point damage is simply not calculated.&lt;br /&gt;
** &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;pulsespeed&amp;lt;/code&amp;gt; - N/A&lt;br /&gt;
** &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; - It obviously haven't much practical sense for maneuverable ones, so what it really does is set self-destruct to Range/Speed and lets AI know at what range to use it.&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; -  {{fixme}} The maximum distance from a target at which the missile detonates, in meters.&lt;br /&gt;
*** Negative values are used for drones.&lt;br /&gt;
** &amp;lt;code&amp;gt;volume&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon AI's==&lt;br /&gt;
&lt;br /&gt;
Missiles ''must'' have their own AI files, &amp;quot;unitname&amp;quot;+&amp;quot;.xai&amp;quot; (see &amp;lt;code&amp;gt;data/ai/script/&amp;lt;/code&amp;gt;). If this file is not found, this &amp;quot;missile&amp;quot; is launched as an interceptor unit instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;'''Role'''&amp;lt;/code&amp;gt; as described above may be used to prevent attempts to waste a heavy missile or bomb on targets both fast and unworthy, like missiles or interceptors. Generally it's a good idea to set the weapon corresponding to the missile's role behaviour set in &amp;lt;code&amp;gt;data/ai/VegaPriorities.csv&amp;lt;/code&amp;gt; - then if it won't hunt the unit, AI won't launch it at this unit in the first place. If roles are pre-filtered correctly, &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22AI.22_section|AI]]/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher as NPC will not be inclined to waste missiles early on.&lt;br /&gt;
&lt;br /&gt;
==Example 1: Beam Weapon==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Beam name=&amp;quot;LR_PminusBeamMKIV&amp;quot; mountsize=&amp;quot;capship-heavy&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Energy rate=&amp;quot;1500&amp;quot; stability=&amp;quot;8&amp;quot; refire=&amp;quot;2&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Damage rate=&amp;quot;15000&amp;quot; longrange=&amp;quot;.8&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Distance speed=&amp;quot;300000&amp;quot; radialspeed=&amp;quot;60&amp;quot; radius=&amp;quot;60&amp;quot; length=&amp;quot;8&amp;quot; pulsespeed=&amp;quot;36&amp;quot; range=&amp;quot;150000&amp;quot; /&amp;gt; &lt;br /&gt;
  &amp;lt;Appearance file=&amp;quot;weapons/heavylaserbeam.png&amp;quot; soundwav=&amp;quot;beam1.wav&amp;quot; r=&amp;quot;.6&amp;quot; g=&amp;quot;.1&amp;quot; b=&amp;quot;.8&amp;quot; a=&amp;quot;.6&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;/Beam&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example 2: Spinning Weapon==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can make it spin as well by making it an accessory of the missile/weapon:&lt;br /&gt;
* You make it a subunit (turret) at the center, which has the word &amp;lt;code&amp;gt;accessory&amp;lt;/code&amp;gt; in its name (e.g call it torpedo_accessory) &lt;br /&gt;
* Set the &amp;lt;code&amp;gt;max_yaw&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;max_pitch&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;max_roll&amp;lt;/code&amp;gt; to whatever you want it to spin at.&lt;br /&gt;
* Make an invisible (or e.g torpedo casing) main body.&lt;br /&gt;
&lt;br /&gt;
=Creating a weapon upgrade=&lt;br /&gt;
[[prestidigitator]] documented his steps to create new weapons in a [http://forums.vega-strike.org/viewtopic.php?t=8732 forum post].  Here's the part that isn't obsolete yet:&lt;br /&gt;
----&lt;br /&gt;
Here is what I have done:&lt;br /&gt;
# '''weapon_list.xml''': Copied the entire &amp;lt;Beam name=&amp;quot;LaserBeam' ...&amp;gt; node to the end of the file (just before the &amp;lt;/WEAPONS&amp;gt; end tag), changed the name from &amp;quot;LaserBeam&amp;quot; to &amp;quot;MyLaserBeam&amp;quot;, and modified the values to be what I wanted (I left the &amp;quot;mountsize&amp;quot; attribute as &amp;quot;light&amp;quot;).&lt;br /&gt;
# '''master_part_list.csv''': Copied the line starting with &amp;quot;laser_beam&amp;quot; to the end of the file and changed &amp;quot;laser_beam&amp;quot; to &amp;quot;my_laser_beam&amp;quot;.&lt;br /&gt;
# '''units/units.csv''': Copied the line starting with &amp;quot;laser_beam__upgrades&amp;quot; to the end of the file, changed &amp;quot;laser_beam__upgrades&amp;quot; to &amp;quot;my_laser_beam__upgrades&amp;quot;, changed &amp;quot;./factions/upgrades/laser_beam&amp;quot; to &amp;quot;./factions/upgrades/my_laser_beam&amp;quot;, changed the second &amp;quot;laser_beam&amp;quot; to &amp;quot;my_laser_beam&amp;quot;, and finally changed the &amp;quot;LaserBeam&amp;quot; to &amp;quot;MyLaserBeam&amp;quot;.&lt;br /&gt;
[...]&lt;br /&gt;
There's an ordering problem. I moved all the additions to immediately after those entries for the laser beam, and it worked.&lt;br /&gt;
So, I guess if you are trying to do this, consider my steps above to be a mini-HowTo, with the caveat that you should be careful about WHERE in the files you add things.&lt;br /&gt;
----&lt;br /&gt;
After CSV split ([https://sourceforge.net/p/vegastrike/code/13666/ [r13666]]), weapon effect parameters still are in data/'''weapon_list.xml''', but upgrade stats are in data/units/'''weapons.csv''' and trade in data/parts/'''trade_equipment.csv'''; add a line with picture in data/units/'''units_description.csv''' like ones for existing weapons, and everything should be covered.&lt;br /&gt;
&lt;br /&gt;
# To have a custom mount model (visible when enabled by &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22graphics.22_section|graphics]]/'''draw_weapons'''&amp;lt;/code&amp;gt; config variable), add it as mounts/mylaserbeam.bfxm (lower case) - this works exactly the same way as with ships and subunits (including [[HowTo:Add_LODs|LODs]]). It's a good idea to check the model's size on the smallest ship able to carry it and check the muzzle of a weapon other than beam by setting the speed very low.&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=[[HowTo:MOD|MOD]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Upgrades|Add Upgrades]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Making Weapons]]&lt;br /&gt;
[[Category:Development|Making Weapons]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19489</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19489"/>
				<updated>2013-08-18T15:02:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - Just go into the &amp;quot;gallery&amp;quot;, and then &amp;quot;sci fi&amp;quot;&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
* [http://www.texturemate.com/ Texture Mate] - &amp;quot;Welcome to my Repository of Free Textures, Brushes, Patterns and Design Articles.&amp;quot; (they be CC licensed)&lt;br /&gt;
* [http://www.plaintextures.com/ Plaintextures] - &amp;quot;free high resolution textures for professionals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
* [http://www.theleagueofmoveabletype.com/ The League of Moveable Type] - Fonts released under the Open Font License.&lt;br /&gt;
* [http://unifont.org/ unifont.org] - Information about free Unicode fonts for FLOSS developers, with guides and everything.&lt;br /&gt;
* [http://www.freedesktop.org/wiki/Software/Fonts/ Freedesktop.org fonts] - a lot of links to free fonts.&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://the-final-frontier.deviantart.com/gallery/ The Final Frontier], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, relevant resources (e.g. planet and hull plate textures) and tutorials, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://darkstockers.deviantart.com/gallery/ DarkStockers], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://the-inspirations.deviantart.com/ The Inspirations] , [http://one-stop-stock.deviantart.com/ one-stop stock]- from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractaldreams.deviantart.com/gallery/ FractalDreams], [http://fractalemporium.deviantart.com/gallery/ FractalEmporium], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations], [http://mandelbulbs.deviantart.com/gallery/ Mandelbulbs], [http://mandelbulb3d.deviantart.com/gallery/ mandelbulb3d], [http://mandelbulbers.deviantart.com/gallery/ Mandelbulbers], [http://the-fractal-sphere.deviantart.com/gallery/ The-Fractal-Sphere], [http://xtremefractals.deviantart.com/gallery/ XtremeFractals] - fractals and fractal-like art. Some make good reference images for living, pseudo-living or overcomplicated stuff (as just one example - &amp;quot;[http://grahamsym.deviantart.com/art/Mandelbulb-Invasion-Force-331596080 Mandelbulb Invasion Force]&amp;quot;). Some include tips for making your own (e.g.: [http://batjorge.deviantart.com/art/Parameter-Pack-For-Mandelbulb-3d-383962663 Parameter Pack For Mandelbulb 3d]).&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in.&lt;br /&gt;
&lt;br /&gt;
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[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19483</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19483"/>
				<updated>2013-07-31T00:14:40Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
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&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - Just go into the &amp;quot;gallery&amp;quot;, and then &amp;quot;sci fi&amp;quot;&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
* [http://www.texturemate.com/ Texture Mate] - &amp;quot;Welcome to my Repository of Free Textures, Brushes, Patterns and Design Articles.&amp;quot; (they be CC licensed)&lt;br /&gt;
* [http://www.plaintextures.com/ Plaintextures] - &amp;quot;free high resolution textures for professionals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://the-final-frontier.deviantart.com/gallery/ The Final Frontier], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, relevant resources (e.g. planet and hull plate textures) and tutorials, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://darkstockers.deviantart.com/gallery/ DarkStockers], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://the-inspirations.deviantart.com/ The Inspirations] , [http://one-stop-stock.deviantart.com/ one-stop stock]- from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractaldreams.deviantart.com/gallery/ FractalDreams], [http://fractalemporium.deviantart.com/gallery/ FractalEmporium], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations], [http://mandelbulbs.deviantart.com/gallery/ Mandelbulbs], [http://mandelbulb3d.deviantart.com/gallery/ mandelbulb3d], [http://mandelbulbers.deviantart.com/gallery/ Mandelbulbers], [http://the-fractal-sphere.deviantart.com/gallery/ The-Fractal-Sphere], [http://xtremefractals.deviantart.com/gallery/ XtremeFractals] - fractals and fractal-like art. Some make good reference images for living, pseudo-living or overcomplicated stuff (as just one example - &amp;quot;[http://grahamsym.deviantart.com/art/Mandelbulb-Invasion-Force-331596080 Mandelbulb Invasion Force]&amp;quot;). Some include tips for making your own (e.g.: [http://batjorge.deviantart.com/art/Parameter-Pack-For-Mandelbulb-3d-383962663 Parameter Pack For Mandelbulb 3d]).&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in.&lt;br /&gt;
&lt;br /&gt;
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| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19482</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19482"/>
				<updated>2013-07-29T03:10:34Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - Just go into the &amp;quot;gallery&amp;quot;, and then &amp;quot;sci fi&amp;quot;&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
* [http://www.texturemate.com/ Texture Mate] - &amp;quot;Welcome to my Repository of Free Textures, Brushes, Patterns and Design Articles.&amp;quot; (they be CC licensed)&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, relevant resources (e.g. planet and hull plate textures) and tutorials, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://darkstockers.deviantart.com/gallery/ DarkStockers], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://the-inspirations.deviantart.com/ The Inspirations] , [http://one-stop-stock.deviantart.com/ one-stop stock]- from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractaldreams.deviantart.com/gallery/ FractalDreams], [http://fractalemporium.deviantart.com/gallery/ FractalEmporium], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations], [http://mandelbulbs.deviantart.com/gallery/ Mandelbulbs], [http://mandelbulb3d.deviantart.com/gallery/ mandelbulb3d], [http://mandelbulbers.deviantart.com/gallery/ Mandelbulbers], [http://the-fractal-sphere.deviantart.com/gallery/ The-Fractal-Sphere], [http://xtremefractals.deviantart.com/gallery/ XtremeFractals] - fractals and fractal-like art. Some make good reference images for living, pseudo-living or overcomplicated stuff (as just one example - &amp;quot;[http://grahamsym.deviantart.com/art/Mandelbulb-Invasion-Force-331596080 Mandelbulb Invasion Force]&amp;quot;). Some include tips for making your own (e.g.: [http://batjorge.deviantart.com/art/Parameter-Pack-For-Mandelbulb-3d-383962663 Parameter Pack For Mandelbulb 3d]).&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Commands&amp;diff=19481</id>
		<title>Manual:Config:Advanced:Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Commands&amp;diff=19481"/>
				<updated>2013-07-29T02:34:49Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Commands}}&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;
The list of commands available for binding (as of SVN r.13603)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Effect'''&lt;br /&gt;
|'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''View'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Cockpit::Inside&lt;br /&gt;
|Look forward, with HUD.&lt;br /&gt;
|default&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::InsideLeft&lt;br /&gt;
|Look left, with HUD.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::InsideRight&lt;br /&gt;
|Look right, with HUD.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::InsideBack&lt;br /&gt;
|Look back, with HUD.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::NavScreen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ScrollUp&amp;lt;br/&amp;gt;Cockpit::ScrollDown&lt;br /&gt;
|Scrolls the text up/down.&lt;br /&gt;
|This affects Comm, Objective and Manifest VDU;&amp;lt;br/&amp;gt;&lt;br /&gt;
on Manifest this also chooses cargo to be jettisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::PitchUp&amp;lt;br/&amp;gt;Cockpit::PitchDown&amp;lt;br/&amp;gt;Cockpit::YawLeft&amp;lt;br/&amp;gt;Cockpit::YawRight&lt;br /&gt;
|Pan modes: Rotates camera up/down/left/right, around the object.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ZoomIn&amp;lt;br/&amp;gt;Cockpit::ZoomOut&lt;br /&gt;
|Zoom in/out, in camera modes that allow zoom.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ZoomReset&lt;br /&gt;
|Default zoom.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::LookUp&amp;lt;br/&amp;gt;Cockpit::LookDown&amp;lt;br/&amp;gt;Cockpit::LookLeft&amp;lt;br/&amp;gt;Cockpit::LookRight&lt;br /&gt;
|Rotates view.&lt;br /&gt;
|{{Fixme}}Currently doesn't work as it's supposed to.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ViewTarget&lt;br /&gt;
|Padlock Cam view. Camera keeps on the current target.&lt;br /&gt;
|See also [[Manual:Config:Advanced:Variables#Views|config variables]]:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;draw_cockpit_from_padlock_cam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;draw_vdus_from_padlock_cam&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::Behind&lt;br /&gt;
|Chase Cam view. Camera is fixed forward, from behind the own ship.&lt;br /&gt;
|See also [[Manual:Config:Advanced:Variables#Views|config variables]]:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;draw_cockpit_from_chase_cam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;draw_vdus_from_chase_cam&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::OutsideTarget&lt;br /&gt;
|Target view. Camera keeps on the current target, from behind the own ship.&lt;br /&gt;
|See also [[Manual:Config:Advanced:Variables#Views|config variables]]:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;draw_cockpit_from_target_cam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;draw_vdus_from_target_cam&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::PanTarget&lt;br /&gt;
|Target Camera. Allows camera rotation.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::Pan&lt;br /&gt;
|Own ship centered view. Allows camera rotation.&lt;br /&gt;
|See also [[Manual:Config:Advanced:Variables#Views|config variables]]:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;draw_cockpit_from_panning_cam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;draw_vdus_from_panning_cam&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::CommMode&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ViewMode&lt;br /&gt;
|Activates &amp;quot;View&amp;quot; VDU.&lt;br /&gt;
| &amp;quot;View&amp;quot; VDU actually cycles through several modes.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::DamageMode&lt;br /&gt;
|Activates &amp;quot;Damage&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ManifestMode&lt;br /&gt;
|Activates &amp;quot;Manifest&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ObjectiveMode&lt;br /&gt;
|Activates &amp;quot;Objective&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ScanningMode&lt;br /&gt;
|Activates &amp;quot;Scanning&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::TargetMode&lt;br /&gt;
|Activates &amp;quot;Target&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::GunMode&amp;lt;br/&amp;gt;&lt;br /&gt;
Cockpit::ReverseGunMode&lt;br /&gt;
|Works like WeapSelKey/ReverseWeapSelKey, but also activates &amp;quot;Weapons&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::MissileMode&amp;lt;br/&amp;gt;&lt;br /&gt;
Cockpit::ReverseMissileMode&lt;br /&gt;
|Works like MisSelKey/ReverseMisSelKey, but also activates &amp;quot;Weapons&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::MapKey&lt;br /&gt;
|Displays the map&lt;br /&gt;
|Not the navigation screen, just a static image overlaying the view.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::SwitchLVDU&amp;lt;br/&amp;gt;Cockpit::SwitchRVDU&amp;lt;br/&amp;gt;Cockpit::SwitchMVDU&lt;br /&gt;
|Cycles allowed modes for lower left/right/medium VDU.&lt;br /&gt;
|#1-#3 in [[HowTo:Edit_HUDs|cockpit file]]&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::SwitchULVDU&amp;lt;br/&amp;gt;Cockpit::SwitchURVDU&amp;lt;br/&amp;gt;Cockpit::SwitchUMVDU&lt;br /&gt;
|Cycles allowed modes for upper left/right/medium VDU.&lt;br /&gt;
| (#4-#6 in [[HowTo:Edit_HUDs|cockpit file]])&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::SkipMusicTrack&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::Quit&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Flight'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|UpKey&amp;lt;br/&amp;gt;DownKey&amp;lt;br/&amp;gt;LeftKey&amp;lt;br/&amp;gt;RightKey&lt;br /&gt;
|Turns the ship up at maximum Pitch Up/Pitch Down/Yaw Left/Yaw Right angular acceleration.&lt;br /&gt;
| Overrides joystick.&lt;br /&gt;
|-&lt;br /&gt;
|RollLeftKey&amp;lt;br/&amp;gt;RollRightKey&lt;br /&gt;
|Rotates the ship left/right around the longitudinal axis, at the maximum possible angular aceleration.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AccelKey&amp;lt;br/&amp;gt;DecelKey&lt;br /&gt;
|Increases/Decreases the flight computer's Set Speed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|StartKey&lt;br /&gt;
|Assigns flight computer's Set Speed to the maximum of the current governor.&lt;br /&gt;
|Travel/Combat forward speed, no Combat+afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|StopKey&lt;br /&gt;
|Assigns flight computer's Set Speed to zero.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ABKey&lt;br /&gt;
|Inertial mode: Applies maximum thrust with afterburner.&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight Computer mode: Sets the forward Set Speed to the maximum of the Afterburner governor.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetVelocityRefKey&lt;br /&gt;
|Sets the ship's Velocity Reference to the current target.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetVelocityNullKey&lt;br /&gt;
|Resets the ship's Velocity Reference to system.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|ThrustFront&lt;br /&gt;
|Inertial mode: applies maximum Forward thrust (with afterburners, if any), as long as the button is pressed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight Computer mode: assigns Set Speed to the current governor's maximum value, as long as the button is pressed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrustBack&lt;br /&gt;
|Inertial mode: applies maximum Retro thrust as long as the button is pressed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight Computer mode: temporarily assigns Set Speed to the current governor's maximum value.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrustRight/ThrustLeft/ThrustUp/ThrustDown&lt;br /&gt;
|Applies maximum lateral (Right/Left/Up/Down) thrust.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Flight::Mode::InertialToggle&lt;br /&gt;
|Deactivates the Flight Computer compensation, switching to Inertial mode (toggle).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flight::Mode::InertialPulsor&lt;br /&gt;
|Deactivates the Flight Computer mode while the key is pressed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrustModeKey&lt;br /&gt;
|Currently duplicates Flight::Mode::InertialToggle.&lt;br /&gt;
|{{Fixme}}...but acts separately.&lt;br /&gt;
|-&lt;br /&gt;
|SheltonKey&lt;br /&gt;
|Same as InertialPulsor, but bypassing Flight Computer.&lt;br /&gt;
|{{Fixme}}&lt;br /&gt;
|-&lt;br /&gt;
|MatchSpeedKey&lt;br /&gt;
|Set velocity to the current target's.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SwitchCombatMode&lt;br /&gt;
|Switch between &amp;quot;Combat&amp;quot; and &amp;quot;Travel&amp;quot; governors.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ASAP&lt;br /&gt;
|The basic, straightforward autopilot.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AutoKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Sound'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|NoPositionalKey&lt;br /&gt;
|&lt;br /&gt;
|{{Fixme}} Supposed to control positional audio effects? Not implemented currently&lt;br /&gt;
|-&lt;br /&gt;
|DopplerInc&lt;br /&gt;
|Increases Doppler effect.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DopplerDec&lt;br /&gt;
|Decreases Doppler effect.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VolumeInc&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VolumeDec&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MusicVolumeInc&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MusicVolumeDec&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|FireKey&lt;br /&gt;
|Fire active weapon(s) from GUNS list (auto refire).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissileKey&lt;br /&gt;
|Fire active weapon(s) from MISSILES list (no auto refire).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeapSelKey&amp;lt;br/&amp;gt;&lt;br /&gt;
ReverseWeapSelKey&lt;br /&gt;
|Switches weapons and weapon groups on the GUNS list, cycling forward/backward.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MisSelKey&amp;lt;br/&amp;gt;&lt;br /&gt;
ReverseMisSelKey&lt;br /&gt;
|Switches weapons and weapon groups on the MISSILES list, cycling forward/backward.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Subunits'''&lt;br /&gt;
|-&lt;br /&gt;
|TurretAIOn&lt;br /&gt;
|Activates all turret AI, attacking the target given to them (via TurretTargetKey, etc), if any.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretAIOff&lt;br /&gt;
|Deactivates all turret AI.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretAIFireAtWill&lt;br /&gt;
|Activates all turret AI, choosing attacking the targets per their own AI Combat Role.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretControl&lt;br /&gt;
|Switches manual control to the cockpit of a turret, then back to the ship, cycling through all subunits.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretTargetKey&lt;br /&gt;
|Gives the current target to turret AIs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretPickTargetKey&lt;br /&gt;
|Just like PickTargetKey, but the target is chosen for subunits instead of the ship.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretNearestTargetKey&lt;br /&gt;
|Just like NearestTargetKey, but the target is chosen for subunits instead of the ship.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretThreatTargetKey&lt;br /&gt;
|Just like ThreatTargetKey, but the target is chosen for subunits instead of the ship.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Ship Systems'''&lt;br /&gt;
|-&lt;br /&gt;
|JumpKey&lt;br /&gt;
|Activate Jump drive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToggleWarpDrive&lt;br /&gt;
|Manual SPEC mode (toggle).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToggleAutotracking&lt;br /&gt;
|Toggles [[Terminology:Autotracking|Autotracking]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CloakKey&lt;br /&gt;
|Cloaking Device on/off (toggle).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ECMKey&lt;br /&gt;
|[[Manual:Combat:Counter_measures|ECM]] system on/off (toggle).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EjectCargoKey&lt;br /&gt;
|Jettison the top cargo on the list.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EjectNonMissionCargoKey&lt;br /&gt;
|Same as EjectCargoKey, but refuses to jettison mission cargo.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EjectKey&lt;br /&gt;
|Leave the ship!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EjectDockKey&lt;br /&gt;
|If the player's ship has docking ports Ejects, then moves to the base screen immediately.&lt;br /&gt;
|{{Fixme}} Mostly a hacky way to allow in-flight saving, with SwitchControl to return.&amp;lt;br/&amp;gt;&lt;br /&gt;
May be obsoleted or changed by the next overhaul of the base interface.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|SetShieldsOff&amp;lt;br/&amp;gt;SetShieldsOneThird&amp;lt;br/&amp;gt;SetShieldsTwoThird&lt;br /&gt;
|Sets shield power to 0, 1/3 or 2/3 (of maximum).&amp;lt;br/&amp;gt;&lt;br /&gt;
If shields currently aren't set to full power, toggles to it instead.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''[[Terminology:Sensors|Sensors]] and [[Manual:Targeting|Targeting]]'''&lt;br /&gt;
|-&lt;br /&gt;
|SaveTarget1&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
SaveTarget10&lt;br /&gt;
|Saves the current target to be recalled later.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RestoreTarget1&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
RestoreTarget10&lt;br /&gt;
|Remembers a previously marked target.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LockTargetKey&lt;br /&gt;
|Establishes target lock.&lt;br /&gt;
|This allows autotracking and also tells the target the ship's a threat.&lt;br /&gt;
|-&lt;br /&gt;
|NearestTargetKey&amp;lt;br/&amp;gt;ReverseNearestTargetKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestHostileTargetKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestDangerousHostileKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestFriendlyKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestBaseKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestPlanetKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestJumpKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TargetKey&amp;lt;br/&amp;gt;ReverseTargetKey&lt;br /&gt;
|Cycles through ALL targets.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PickTargetKey&amp;lt;br/&amp;gt;ReversePickTargetKey&lt;br /&gt;
|Picks an unit directly ahead as the current target. Cycles if there are several.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissileTargetKey&amp;lt;br/&amp;gt;ReverseMissileTargetKey&lt;br /&gt;
|Cycles through all missiles.&lt;br /&gt;
|This also includes salvage.&lt;br /&gt;
|-&lt;br /&gt;
|IncomingMissileTargetKey&amp;lt;br/&amp;gt;ReverseIncomingMissileTargetKey&lt;br /&gt;
|Cycles through incoming missiles.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThreatTargetKey&amp;lt;br/&amp;gt;ReverseThreatTargetKey&lt;br /&gt;
|Cycles through threatening targets.&lt;br /&gt;
|Mostly this means having lock on the player's ship.&lt;br /&gt;
|-&lt;br /&gt;
|SigTargetKey&amp;lt;br/&amp;gt;ReverseSigTargetKey&lt;br /&gt;
|Cycles through significant targets.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UnitTargetKey&amp;lt;br/&amp;gt;ReverseUnitTargetKey&lt;br /&gt;
|Cycles through ship targets.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionTargetKey&amp;lt;br/&amp;gt;ReverseMissionTargetKey&lt;br /&gt;
|Cycles through mission targets.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SubUnitTargetKey&lt;br /&gt;
|Cycles through subunits of the target, if any.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Unit/Flightgroup communication'''&lt;br /&gt;
|-&lt;br /&gt;
|RequestClearenceKey&lt;br /&gt;
|Request docking clearance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Turns on highlighting of docking ports.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DockKey&lt;br /&gt;
|Docks with another unit, if inside its docking port.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UnDockKey&lt;br /&gt;
|Undocks immediately, if docked with anything.&lt;br /&gt;
|{{Fixme}} Currently is useless due to base interface, but this may change.&lt;br /&gt;
|-&lt;br /&gt;
|JoinFlightgroup&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Comm1Key&amp;lt;br/&amp;gt;&lt;br /&gt;
...&amp;lt;br/&amp;gt;&lt;br /&gt;
Comm10Key&lt;br /&gt;
|Chooses a phrase from dialog tree (as shown in Comm VDU).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommAttackTarget&lt;br /&gt;
|&amp;quot;Attack my target!&amp;quot;&lt;br /&gt;
|Flightgroup order. Gives a target.&lt;br /&gt;
|-&lt;br /&gt;
|CommBreakForm&lt;br /&gt;
|&amp;quot;Break formation!&amp;quot;&amp;lt;br/&amp;gt;&amp;quot;Pick a target and open fire!&amp;quot;&lt;br /&gt;
|Clears the group target.&amp;lt;br/&amp;gt;{{Fixme}} Then the directive itself is given, but there seems to be no support for interpreting it.&lt;br /&gt;
|-&lt;br /&gt;
|CommHelpMeOutFaction&lt;br /&gt;
|&amp;quot;Help me out! I need critical assistance!&amp;quot;&lt;br /&gt;
|General system-wide  distress call to one's own faction.&lt;br /&gt;
|-&lt;br /&gt;
|CommHelpMeOutCrit&lt;br /&gt;
|&amp;quot;Help me out! Systems going critical!&amp;quot;&lt;br /&gt;
|General system-wide  distress call to various friendlies.&lt;br /&gt;
|-&lt;br /&gt;
|CommHelpMeOut&lt;br /&gt;
|&amp;quot;Help me out!&amp;quot;&lt;br /&gt;
|Flightgroup order.&lt;br /&gt;
|-&lt;br /&gt;
|CommFormUp&lt;br /&gt;
|&amp;quot;Form on my wing.&amp;quot;&lt;br /&gt;
|Flightgroup order.&lt;br /&gt;
|-&lt;br /&gt;
|CommDockWithMe&lt;br /&gt;
|&amp;quot;Get in front of me and prepare to be tractored in.&amp;quot;&lt;br /&gt;
|Flightgroup order.&lt;br /&gt;
|-&lt;br /&gt;
|CommDefendTarget&lt;br /&gt;
|&amp;quot;Defend my target!&amp;quot;&lt;br /&gt;
|Flightgroup order. Gives a target.&lt;br /&gt;
|-&lt;br /&gt;
|CommDockAtTarget&lt;br /&gt;
|&amp;quot;Dock at my target!&amp;quot;&lt;br /&gt;
|Flightgroup order. Gives a target.&lt;br /&gt;
|-&lt;br /&gt;
|CommHoldPosition&lt;br /&gt;
|&amp;quot;Hold Position!&amp;quot;&lt;br /&gt;
|Flightgroup order. Gives a target.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Unit Control'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|SwitchControl&lt;br /&gt;
|Switches control to the cockpit of another ship, cycling ships in the same flightgroup.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Respawn&lt;br /&gt;
|After death: Respawn from Autosave.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SuicideKey&lt;br /&gt;
|Explode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Network'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|SwitchWebcam&lt;br /&gt;
|&lt;br /&gt;
|{{Fixme}} Not implemented currently&lt;br /&gt;
|-&lt;br /&gt;
|SwitchSecured&lt;br /&gt;
|&lt;br /&gt;
|{{Fixme}} Not implemented currently&lt;br /&gt;
|-&lt;br /&gt;
|ChangeCommStatus&lt;br /&gt;
|Toggles NETCOMM on/off.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpFreq&lt;br /&gt;
|Increase Communication Frequency (channel number).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DownFreq&lt;br /&gt;
|Decrease Communication Frequency (channel number).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TextMessage&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''[[Manual:Config:Advanced:Bindings:Joystick|Joystick]] specific'''&lt;br /&gt;
|-&lt;br /&gt;
|JoyStickToggleKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::InertialXY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::InertialXYToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::InertialXZ&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::InertialXZToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::Roll&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::RollToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::Bank&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::BankToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Other'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|TimeInc&amp;lt;br/&amp;gt;TimeDec&amp;lt;br/&amp;gt;TimeReset&lt;br /&gt;
|Increases time compression x1.5 times.&amp;lt;br/&amp;gt;Decreases time compression x1.5 times.&amp;lt;br/&amp;gt;Resets time compression.&lt;br /&gt;
|Time compression drops already strained precision to the point of bugs and is inherently incompatible with multiplayer.&amp;lt;br/&amp;gt;It's sort of supported (not removed), but don't use it.&lt;br /&gt;
|-&lt;br /&gt;
|PauseKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Screenshot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToggleGlow&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToggleAnimation&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FreeSlaves&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enslave&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunPythonPress&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunPythonRelease&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunPythonToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunPythonPhysicsFrame&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ComposeFunctions&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ComposeFunctionsToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConsoleKeys::BringConsole&lt;br /&gt;
|&lt;br /&gt;
|{{Fixme}} Currently is unavailable&amp;lt;br/&amp;gt; (some support was implemented, but the unfinished code is commented out).&lt;br /&gt;
|-&lt;br /&gt;
|NewShader&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Manual|Config:Advanced:Commands]]&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;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19480</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19480"/>
				<updated>2013-07-29T02:12:01Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - Just go into the &amp;quot;gallery&amp;quot;, and then &amp;quot;sci fi&amp;quot;&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, relevant resources (e.g. planet and hull plate textures) and tutorials, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://darkstockers.deviantart.com/gallery/ DarkStockers], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://the-inspirations.deviantart.com/ The Inspirations] , [http://one-stop-stock.deviantart.com/ one-stop stock]- from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractaldreams.deviantart.com/gallery/ FractalDreams], [http://fractalemporium.deviantart.com/gallery/ FractalEmporium], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations], [http://mandelbulbs.deviantart.com/gallery/ Mandelbulbs], [http://mandelbulb3d.deviantart.com/gallery/ mandelbulb3d], [http://mandelbulbers.deviantart.com/gallery/ Mandelbulbers], [http://the-fractal-sphere.deviantart.com/gallery/ The-Fractal-Sphere], [http://xtremefractals.deviantart.com/gallery/ XtremeFractals] - fractals and fractal-like art. Some make good reference images for living, pseudo-living or overcomplicated stuff (as just one example - &amp;quot;[http://grahamsym.deviantart.com/art/Mandelbulb-Invasion-Force-331596080 Mandelbulb Invasion Force]&amp;quot;). Some include tips for making your own (e.g.: [http://batjorge.deviantart.com/art/Parameter-Pack-For-Mandelbulb-3d-383962663 Parameter Pack For Mandelbulb 3d]).&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19479</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19479"/>
				<updated>2013-07-25T00:35:28Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - Just go into the &amp;quot;gallery&amp;quot;, and then &amp;quot;sci fi&amp;quot;&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://alphamoonbase.deviantart.com/ AlphaMoonbase],[http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://fantasyandsci-fic.deviantart.com/ FantasyAndSci-Fic], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://sci-fi-me.deviantart.com/ Sci-Fi-Me], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://one-stop-stock.deviantart.com/ one-stop stock], [http://the-inspirations.deviantart.com/ The Inspirations] - from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations] - fractals and fractal-like art.&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19478</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19478"/>
				<updated>2013-07-24T20:52:53Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - Just go into the &amp;quot;gallery&amp;quot;, and then &amp;quot;sci fi&amp;quot;&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://one-stop-stock.deviantart.com/ one-stop stock], [http://the-inspirations.deviantart.com/ The Inspirations] - from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [http://fracman.deviantart.com/gallery/ Fractal Manipulations] - fractals and fractal-like art.&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19477</id>
		<title>Links:Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Resources&amp;diff=19477"/>
				<updated>2013-07-24T20:52:22Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Models and concept ideas==&lt;br /&gt;
* [http://objects.povworld.org/links6.html 3D Model Sites@povworld] - Various models and blueprints links.&lt;br /&gt;
* [http://www.3dtotal.com/ 3d total] - Just go into the &amp;quot;gallery&amp;quot;, and then &amp;quot;sci fi&amp;quot;&lt;br /&gt;
* [http://www.ultradrive.com/b5_3d_index.htm Evelio's Babylon 5 3D Model Index] - '''Babylon5''' models&lt;br /&gt;
* [http://mods.firstones.com/buda5/ Buda5] - '''Babylon5''' models&lt;br /&gt;
* [http://www.lightningcoyote.com/oldsite/seb_hyde.htm Sebastian Hyde's Portfolio Page] - '''Star-Trek''' 3d-Models + textures + scenes + UI-art and more (Copyright Hasbro Interactive)&lt;br /&gt;
* [http://scifi3d.theforce.net/ Sci-Fi 3D: The Ultimate 3D Sci-Fi Resource] - Models '''Babylon5''', '''Star-Trek''', '''Star-Wars''' and more&lt;br /&gt;
* [http://www.trekmeshes.ch/ Star Trek Mesh Collection]&lt;br /&gt;
* [http://www.lwg3d.com/v3/index.htm Lightwave Group v3] - various lightwave models&lt;br /&gt;
* [http://www.battletech-movie.com/ Battle Tech Movie] '''Battletech''' low poly models&lt;br /&gt;
* [http://www.scifi-meshes.com/ SciFi Meshes]&lt;br /&gt;
* [http://thefree3dmodels.com/ The Free 3d Models]&lt;br /&gt;
* [http://www.turbosquid.com/ TurboSquid] - a big stock model shop, &amp;quot;3D Models, Plugins, Textures, and more&amp;quot;, including free. Just check the licenses. And formats.&lt;br /&gt;
&lt;br /&gt;
* [http://www.akebulan.com/Free_Models.html Akebulan.com] - &amp;quot;Free Low Poly Models (512k or less)&amp;quot;.&lt;br /&gt;
* [http://modelsbank.3dm3.com/ Models Bank] - &amp;quot;Free 3D models&amp;quot;.&lt;br /&gt;
* [http://www.stx3dx.com/ Free 3D Models &amp;amp; Petr Sinta Portfolio] - &amp;quot;offering FREE CG resources...&amp;quot;.&lt;br /&gt;
* [http://www.noctua-graphics.de/ NOCTUA Graphics] - Resources (models, textures, materials (C4D, SLA), tutorials), including free.&lt;br /&gt;
* [http://www.blendswap.com/ Blendswap.com] - Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* [http://www.the3darchive.com/ The 3D Archive] - &amp;quot;3D Model and Object Collection&amp;quot;.&lt;br /&gt;
* See also: [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ Kay's list &amp;quot;60 Excellent Free 3D Model Websites&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==Reference images==&lt;br /&gt;
''Maybe some of this images make good textures as well.''&lt;br /&gt;
* [http://www.ussmiranda.com/ StarTrek Miranda] - Big list of '''Star-Trek''' ships under &amp;quot;Database&amp;quot;-&amp;gt;&amp;quot;Starship Database&amp;quot;&lt;br /&gt;
* [http://www.starshipmodeler.com/ Starship Modeler]&lt;br /&gt;
* [http://zappa.brainiac.com/spaceship/index.html Tom's Spaceship Miniature/Game Lists]&lt;br /&gt;
* [http://www.startreksite.com/diagrams/ Sector 001 databank] - '''Star-Trek'''&lt;br /&gt;
* [http://www.starwars.com/databank/starship/ Star-Wars Startship gallery] - '''Star-Wars'''&lt;br /&gt;
* [http://mitglied.lycos.de/BenMaxwell/ships_and_stations_index.html Ships And Stations] - '''Star-Trek'''&lt;br /&gt;
* http://www.merzo.net/ - Starship Dimensions '''General'''&lt;br /&gt;
* [http://www.st-minutiae.com/misc/comparison.jpg Star Trek Ship Comparison pic]&lt;br /&gt;
* http://www.shiporama.org/ - A page to find reference pictures of studio models from '''Star-Trek'''.&lt;br /&gt;
* [http://www.meriweather.com/flightdeck.html Flight Deck Simulations] - Cockpits&lt;br /&gt;
* [http://www.babtech-onthe.net/ BabTech on the net] - '''Babylon5''' cockpits and more&lt;br /&gt;
* [http://hyperspace.isnnews.net/ Hyperspace] - '''Babylon5''' - &amp;quot;''A Guide To The Ships Of Babylon5 And Crusade''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Blueprints==&lt;br /&gt;
* [http://www.onnovanbraam.com/index.php?m=blueprints www.onnovanbraam.com - blueprints] - '''Star-Wars''', '''Star-Trek'''&lt;br /&gt;
* http://www.geocities.com/Area51/Rampart/5407/ - '''Star-Trek'''&lt;br /&gt;
* [http://www.sloan3d.com/shipbps/ www.sloan3d.com - ships] - '''Star-Wars''', '''Star-Trek''' , '''Babylon5'''&lt;br /&gt;
&lt;br /&gt;
==Textures==&lt;br /&gt;
* [http://www.nasa.gov/multimedia/imagegallery/ NASA Image Gallery]&lt;br /&gt;
* [http://nix.larc.nasa.gov/home;jsessionid=33abb62h7pq6l NIX (NASA Image eXchange)]&lt;br /&gt;
** [http://stipo.larc.nasa.gov/browse/hubble.html Hubble Images]&lt;br /&gt;
* [http://astronomy.swin.edu.au/~pbourke/texture/ Texture Library] at ''astronomy.swin.edu.au''&lt;br /&gt;
* [http://jonathanclark.com/golgotha/ Golgotha] LINK DEAD - All stuff from the Golgotha game [http://forums.vega-strike.org/viewtopic.php?p=8713#8713 has been released for free]. Textures, music, models, code, ...&lt;br /&gt;
* http://gallery.artofgregmartin.com/index.html&lt;br /&gt;
* [http://www.instant-art.com/catalog-safetysigns/warning/ Warning Signs] - pretty cool huh?&lt;br /&gt;
* [http://lilen.fcaglp.unlp.edu.ar/ Massive Stars Research Group] - More star pics.&lt;br /&gt;
* [http://developer.nvidia.com/object/IO_TTVol_01.html Nvidia hi res texture pack].&lt;br /&gt;
* [http://www.elysiun.com/forum/viewtopic.php?t=45031 Some links to texture-resources] in the [http://www.elysiun.com elysiun.com] forum.&lt;br /&gt;
* [http://cgtextures.com/ CGTextures] - &amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'')..&lt;br /&gt;
* [http://www.texturex.com/ TextureX]&lt;br /&gt;
&lt;br /&gt;
==Stock photos==&lt;br /&gt;
* [http://www.morguefile.com Morguefile] Not quite as big and huge as DeviantArt, but a lot less restrictive&lt;br /&gt;
* [http://www.sxc.hu Stock Exchange] - Even better than DeviantArt&lt;br /&gt;
&lt;br /&gt;
==Fonts==&lt;br /&gt;
* [http://1001freefonts.com/ 1001 free fonts] - as the name suggests, lots of free fonts&lt;br /&gt;
* [http://myfonts.com/ MyFonts] - Shop with many commercial and many free fonts. Specific license may vary. Note [http://new.myfonts.com/search/designer%3ALarabie+lowest_price%3A%5B*+TO+0%5D/fonts/ several hundreds of free fonts by Ray Larabie]&lt;br /&gt;
&lt;br /&gt;
==Miscelanneous==&lt;br /&gt;
* [http://www.brusheezy.com/ Brusheezy] - Brushes.&lt;br /&gt;
* [http://deviantart.com/ deviantArt] - lots of free resources of various types. Don't forget to check the specific conditions (it may or may not be copyrighted), but there's a lot of resources, and even more potential reference images.&lt;br /&gt;
** Category [http://browse.deviantart.com/resources/ Resources] - 3D models, fonts, brushes, tutorials...&lt;br /&gt;
*** Category [http://stockart.deviantart.com/ Stock Images] - A massive collection of stock photography that is free for non-commercial use, meaning it's perfect for Vega Strike.  Make sure you only snag stuff in the stock photos section.&lt;br /&gt;
**  Category [http://browse.deviantart.com/digitalart/fractals/ Fractal Art], with subcategories.&lt;br /&gt;
** Groups [http://epicstarships.deviantart.com/ Epic Starships], [http://inner-space.deviantart.com/ Inner Space], [http://space-club.deviantart.com/ Space Club], [http://star-dock.deviantart.com/ Star Dock] - space-themed art, sky backgrounds, spaceships, etc.&lt;br /&gt;
** Groups [http://the3dartistclub.deviantart.com/ The 3D Artist Club], [http://3d-artists.deviantart.com/ 3D-Artists], [http://3dmodeling.deviantart.com/ 3D Modeling Club], [http://evolutiondsg.deviantart.com/ Evolution Dsg (SP)], [http://game-art.deviantart.com/ Game Development Art], [http://sci-fi-archives.deviantart.com/ Sci-Fi Archives], [http://sci-fifans.deviantart.com/ Sci-Fi Fans], [http://scifistock.deviantart.com/ Sci-Fi Stock], [http://sci-fitech.deviantart.com/ Sci-Fi Tech], [http://transportationdesign.deviantart.com/ Transportation Design] - lots of less closely related art and concepts, as well as tutorials, etc.&lt;br /&gt;
** Groups [http://best-textures.deviantart.com/ best textures], [http://justtextures.deviantart.com/ Just Textures], [http://k-and-q-of-textures.deviantart.com/ Kings and Queens of textures], [http://seamlesstextures.deviantart.com/ Seamless Textures], [http://texture-central.deviantart.com/ Texture Central], [http://texturedinsanity.deviantart.com/ Textured Insanity], [http://texturize.deviantart.com/ Texturize], [http://totally-textures.deviantart.com/ Totally Textures] - textures.&lt;br /&gt;
** Groups [http://awesome-fonts.deviantart.com/gallery/ Awesome Fonts], [http://temple-of-typefaces.deviantart.com/ Temple of Typefaces], [http://type-design.deviantart.com/ Type Design], [http://typographylove.deviantart.com/ Typography Love] - fonts.&lt;br /&gt;
** Groups [http://best-resources.deviantart.com/ Best Resources], [http://distantfantasies.deviantart.com/ Distant Fantasies], [http://one-stop-stock.deviantart.com/ one-stop stock], [http://the-inspirations.deviantart.com/ The Inspirations] - from artworks to tutorials to stock photo to fonts.&lt;br /&gt;
** Groups [http://allthingsfractal.deviantart.com/gallery/ AllThingsFractal], [http://fabulousfractals.deviantart.com/gallery/ FabulousFractals], [http://fractal-forms.deviantart.com/gallery/ Fractal-Forms], [url=http://fracman.deviantart.com/gallery/ Fractal Manipulations] - fractals and fractal-like art.&lt;br /&gt;
** [http://cb-stock.deviantart.com/gallery/ CB-Stock], [http://stock-unrestricted.deviantart.com/ Stock Unrestricted] - stock photo, renders, textures, models.&lt;br /&gt;
** [http://everythingisinstock.deviantart.com/ Everything Is In Stock], [http://the-stock-directory.deviantart.com/ The Stock Directory], [http://stock-supplies.deviantart.com/ Stock Supplies] - stock photo, textures, brushes, tutorials.&lt;br /&gt;
** [http://dmaland.deviantart.com/gallery/ D.Maland] - models, tutorials, renders.&lt;br /&gt;
** [http://enchantedgal-stock.deviantart.com/gallery/ Enchantedgal-Stock] - textures and photo.&lt;br /&gt;
** [http://iljackson.deviantart.com/gallery/ I. L. Jackson] - lots of spaceship renders, including rather &amp;quot;gritty&amp;quot; ones.&lt;br /&gt;
** [http://hafunui.deviantart.com/gallery/ Hafunui] - some resources and tutorials.&lt;br /&gt;
** [http://nobiax.deviantart.com/gallery/24853853 Nobiax] - a lot of free textures and models.&lt;br /&gt;
** [http://savitch.deviantart.com/gallery/ savitch] - models, stock images.&lt;br /&gt;
** [http://sed.deviantart.com/gallery/ sed] - lots of art looking abstract and/or high-tech-y due to abundance of shiny metal and glass materials (see e.g. &amp;quot;Tesla Room&amp;quot;).&lt;br /&gt;
** [http://smashmethod.deviantart.com/gallery/ smashmethod] - some resources and tutorials.&lt;br /&gt;
** [http://thedugan.deviantart.com/gallery/30369920 J.Dugan] - sample ships from a pro designer, most for &amp;quot;Starmada: Fleet Ops&amp;quot;. Worth taking a look at how different styles hold together within the game's recognizable style.&lt;br /&gt;
&lt;br /&gt;
* [http://www.behance.net/ Behance]. Everything from advertisement concepts to photo of performance art to game design to weird fonts to samples of Mandelburber output. Need a fresh idea or prototype? Choose a theme and dig in.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Converters]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:Tutorials]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_HUDs&amp;diff=19475</id>
		<title>HowTo:Edit HUDs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_HUDs&amp;diff=19475"/>
				<updated>2013-07-21T16:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit Unit Files|Editing Unit Files]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Create Cockpit in Wings3d|Create a Cockpit in Wings3d]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Editing or creating a HUD=&lt;br /&gt;
==Image files==&lt;br /&gt;
* To display your own graphic files in the HUD you can use every image format that is supported by vegastrike (png/jpg/bmp/...). &lt;br /&gt;
* The sides of the images must have a size that is a power of 2. &lt;br /&gt;
&lt;br /&gt;
==The cockpit directory==&lt;br /&gt;
The cockpit directory contains all the relevant files that consist of the HUD and cockpit.  These files are:&lt;br /&gt;
* .cpt file - is the main cockpit definition file and links all the cockpit parts together&lt;br /&gt;
* .bfxm file - {{fixme}} PROVIDE EXPLANATION OF PURPOSE OF FILE&lt;br /&gt;
* .xmesh file - {{fixme}} PROVIDE EXPLANATION OF PURPOSE OF FILE&lt;br /&gt;
* .spr files - define the size and position of cockpit elements (gauges, radars, ...) on the screen&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;./cockpits/disabled-cockpit/disabled-cockpit.cpt&amp;lt;/code&amp;gt;&lt;br /&gt;
===Structure===&lt;br /&gt;
&amp;lt;code&amp;gt;disabled-cockpit&amp;lt;/code&amp;gt; is the name of the subdirectory.&lt;br /&gt;
===Description===&lt;br /&gt;
All cockpit/HUD information is held under a single directory located as a subdirectory of the '''cockpits''' directory.&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;.cpt&amp;quot; file format==&lt;br /&gt;
{{fixme}} COMPLETE MISSING INFORMATION&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;disabled-cockpit.cpt&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Cockpit r=&amp;quot;0&amp;quot; g=&amp;quot;.75&amp;quot; b=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;Crosshairs file=&amp;quot;crosshairs.spr&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;0&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Radar file=&amp;quot;radar.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;RearRadar file=&amp;quot;radarr.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Speed file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;-.23&amp;quot; ycent=&amp;quot;-.52&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;SetSpeed file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;.23&amp;quot; ycent=&amp;quot;-.52&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;WARPFIELDSTRENGTH file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;-.23&amp;quot; ycent=&amp;quot;-.58&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
	&amp;lt;ShieldF file=&amp;quot;shieldf.spr&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ShieldB file=&amp;quot;shieldf.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.92&amp;quot; GaugeDown=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorL file=&amp;quot;armorl.spr&amp;quot;  GaugeLeft=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorR file=&amp;quot;armorl.spr&amp;quot; xcent=&amp;quot;-.22&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeRight=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Hull file=&amp;quot;hull.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeUp=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorF file=&amp;quot;armorf.spr&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorB file=&amp;quot;armorf.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.87&amp;quot;  GaugeDown=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorL file=&amp;quot;armorl.spr&amp;quot;  GaugeLeft=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorR file=&amp;quot;armorl.spr&amp;quot; xcent=&amp;quot;-.22&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeRight=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
   &amp;lt;Fuel file=&amp;quot;fuelstat.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.6&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Energy file=&amp;quot;blasterpower.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;WarpEnergy file=&amp;quot;jumppower.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.55&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Lock file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;MissileLock file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;.04&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;ECM file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;-.04&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Auto file=&amp;quot;auto.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Jump file=&amp;quot;canjump.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Eject file=&amp;quot;eject.spr&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;!-- 	&amp;lt;LeftVDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Shield  Manifest&amp;quot; file=&amp;quot;wvdu.spr&amp;quot; xcent=&amp;quot;-.47&amp;quot; ycent=&amp;quot;-.75&amp;quot;/&amp;gt;&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;30&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Weapon Manifest Damage&amp;quot; file=&amp;quot;wvdu.spr&amp;quot; xcent=&amp;quot;-.8&amp;quot; ycent=&amp;quot;.2&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Target Comm View TargetManifest Nav&amp;quot; file=&amp;quot;rvdu.spr&amp;quot; xcent=&amp;quot;.775&amp;quot; ycent=&amp;quot;-.75&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Shield Manifest&amp;quot; file=&amp;quot;lvdu.spr&amp;quot; xcent=&amp;quot;-.775&amp;quot; ycent=&amp;quot;-.75&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;14&amp;quot; TextCols=&amp;quot;100&amp;quot; type=&amp;quot;Message&amp;quot; file=&amp;quot;mvdu.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;30&amp;quot; TextCols=&amp;quot;30&amp;quot; type=&amp;quot;Objectives&amp;quot; file=&amp;quot;objvdu.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;FPS file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;.9&amp;quot; ycent=&amp;quot;.8&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;/Cockpit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===XML Schema===&lt;br /&gt;
''This is the information I have gathered from looking at the files.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Cockpit ...&amp;gt; &amp;lt;/Cockpit&amp;gt;&amp;lt;/code&amp;gt; Marks the beginning and end of the cockpit definition&lt;br /&gt;
* &amp;lt;code&amp;gt;r=&amp;quot;#&amp;quot; g=&amp;quot;#&amp;quot; b=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; Specifies percentages of color used for generated elements (text and radar).  Numbers between 0 and 1. Example is for cyan.&lt;br /&gt;
* &amp;lt;code&amp;gt;mesh=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Mesh file to use for 3D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;front=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for forward-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;left=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for left-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;right=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for right-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;back=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for rear-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;ViewOffset=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Horizontal offset within cockpit&lt;br /&gt;
* &amp;lt;code&amp;gt;CockpitOffset=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Not certain of the purpose of this option&lt;br /&gt;
* The following options are supported in &amp;lt;code&amp;gt;cockpit_xml.cpp&amp;lt;/code&amp;gt; (In CVS as of 5/18/2005) and may or may not be functional in the game.&lt;br /&gt;
** &amp;lt;code&amp;gt;font=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Specify the font file to be used&lt;br /&gt;
** &amp;lt;code&amp;gt;file=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Unknown&lt;br /&gt;
** &amp;lt;code&amp;gt;soundfile=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Unknown&lt;br /&gt;
&lt;br /&gt;
* Sprite definitions&lt;br /&gt;
** Common parameters:&lt;br /&gt;
*** &amp;lt;code&amp;gt;file=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - SPR file to use&lt;br /&gt;
*** &amp;lt;code&amp;gt;xcent=&amp;quot;#&amp;quot; ycent=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - center along x or y at # (range is -1.0 to 1.0)&lt;br /&gt;
*** &amp;lt;code&amp;gt;width=&amp;quot;#&amp;quot; height=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Set width and height&lt;br /&gt;
*** For gauges: &amp;lt;code&amp;gt;GaugeRight, GaugeLeft, GaugeDown, GaugeUp(Default) = &amp;quot;1&amp;quot;&amp;lt;/code&amp;gt; - Sets direction that gauges clear from (Only one tag possible?).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Crosshairs ... /&amp;gt;&amp;lt;/code&amp;gt; - Crosshairs sprite&lt;br /&gt;
*** To tell the engine to actually draw bitmap/sprite crosshairs you need to define&amp;lt;BR/&amp;gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;var name=&amp;quot;draw_rendered_crosshairs&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;BR/&amp;gt;in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Panel ... /&amp;gt;&amp;lt;/code&amp;gt; - A fixed sprite, functionally mostly identical to Crosshairs (except layering and procedural rendering option).&lt;br /&gt;
*** E.g.: backgrounds for gauges with text &amp;quot;CAPACITOR&amp;quot;/&amp;quot;DRIVES&amp;quot;/&amp;quot;FUEL&amp;quot; in the default (&amp;quot;disabled&amp;quot;) cockpit are panels.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Radar ... /&amp;gt;&amp;lt;/code&amp;gt; - Forward radar&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;RearRadar ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear radar&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Speed ... /&amp;gt;&amp;lt;/code&amp;gt; - Current speed&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;SetSpeed ... /&amp;gt;&amp;lt;/code&amp;gt; - Set speed&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;WARPFIELDSTRENGTH ... /&amp;gt;&amp;lt;/code&amp;gt; - Current SPEC multiplier.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Fuel ... /&amp;gt;&amp;lt;/code&amp;gt; - Fuel (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Energy ... /&amp;gt;&amp;lt;/code&amp;gt; - Main (reactor) capacitor level. (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;WarpEnergy ... /&amp;gt;&amp;lt;/code&amp;gt; - Warp capacitor level. (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Lock ... /&amp;gt;&amp;lt;/code&amp;gt; - Someone has locked onto you.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;MissileLock ... /&amp;gt;&amp;lt;/code&amp;gt; - Someone has gained a missile lock on you&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ECM ... /&amp;gt;&amp;lt;/code&amp;gt; - ECM activated (Is this when your ECM stops a missile or when an enemy stops your missile?)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Auto ... /&amp;gt;&amp;lt;/code&amp;gt; - Timeless Autopilot or SPEC mode indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Jump ... /&amp;gt;&amp;lt;/code&amp;gt; - Jump point in range indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Eject ... /&amp;gt;&amp;lt;/code&amp;gt; - Critical failure indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;VDU ... /&amp;gt;&amp;lt;/code&amp;gt; - Video Display Unit. Multiple entries allowed, in order of appearance assigned to: LVDU, RVDU, MVDU, ULVDU, URVDU, UMVDU. (default Type: Messages)&lt;br /&gt;
*** Additional parameters:&lt;br /&gt;
**** &amp;lt;code&amp;gt;TextRows = &amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Number of rows displayed (Note: If sprite is not large enough, the maximum number of rows possible is displayed)&lt;br /&gt;
**** &amp;lt;code&amp;gt;TextCols = &amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Number of characters across displayed&lt;br /&gt;
**** &amp;lt;code&amp;gt;Type = &amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - VDU types to display separated by spaces&lt;br /&gt;
***** &amp;lt;code&amp;gt;Weapon&amp;lt;/code&amp;gt; - Displays active guns and missiles&lt;br /&gt;
***** &amp;lt;code&amp;gt;Manifest&amp;lt;/code&amp;gt; - Displays the content of your cargo hold&lt;br /&gt;
***** &amp;lt;code&amp;gt;Damage&amp;lt;/code&amp;gt; - Displays the status of your ship and it's systems&lt;br /&gt;
***** &amp;lt;code&amp;gt;Target&amp;lt;/code&amp;gt; - Displays your target's shields, hull and distance from your ship&lt;br /&gt;
***** &amp;lt;code&amp;gt;Comm&amp;lt;/code&amp;gt; - Displays your communications options&lt;br /&gt;
***** &amp;lt;code&amp;gt;View&amp;lt;/code&amp;gt; - Displays a camera view of your target&lt;br /&gt;
***** &amp;lt;code&amp;gt;TargetManifest&amp;lt;/code&amp;gt; - Displays your target's cargo&lt;br /&gt;
***** &amp;lt;code&amp;gt;Nav&amp;lt;/code&amp;gt; - Another camera view&lt;br /&gt;
***** &amp;lt;code&amp;gt;Shield&amp;lt;/code&amp;gt; - Your shield status&lt;br /&gt;
***** &amp;lt;code&amp;gt;Message&amp;lt;/code&amp;gt; - Incoming and outgoing message display&lt;br /&gt;
***** &amp;lt;code&amp;gt;Objectives&amp;lt;/code&amp;gt; - Mission objectives&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;FPS ... /&amp;gt;&amp;lt;/code&amp;gt; - Simulated Frames per Second&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldF ... /&amp;gt;&amp;lt;/code&amp;gt; - Front Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldB ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldL ... /&amp;gt;&amp;lt;/code&amp;gt; - Left Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldR ... /&amp;gt;&amp;lt;/code&amp;gt; - Right Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldFRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Right-Top Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldBRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Top Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldFLT ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Left-Top Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldBRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Top Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldFRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Right-Bottom Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldBRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Bottom Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldFLB ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Left-Bottom Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldBRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Bottom Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorF ... /&amp;gt;&amp;lt;/code&amp;gt; - Front Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorB ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorL ... /&amp;gt;&amp;lt;/code&amp;gt; - Left Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorR ... /&amp;gt;&amp;lt;/code&amp;gt; - Right Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorFRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Right-Top Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorBRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Top Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorFLT ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Left-Top Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorBRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Top Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorFRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Right-Bottom Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorBRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Bottom Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorFLB ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Left-Bottom Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorBRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Bottom Armor Gauge&lt;br /&gt;
&lt;br /&gt;
** Additional elements found in cockpit_xml.cpp that may or may not be implemented&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;LeftVDU ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Left VDU (default Type: Objectives Manifest Weapon Damage Shield [/WEBCAM] [/NETWORK])&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;RightVDU ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Right VDU (default Type: Target TargetManifest Nav)&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;Collision ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Sprite indicating a collision has occurred.&lt;br /&gt;
{{fixme}} CORRECTIONS AND ADDITIONAL INFORMATION REQUESTED&lt;br /&gt;
&lt;br /&gt;
* Events (custom cockpit sounds). &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;Event .../&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;event=&amp;quot;...&amp;quot;&amp;lt;/code&amp;gt; - Triggering event. Possible values:&lt;br /&gt;
*** &amp;lt;code&amp;gt;WarpReady&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WarpUnready&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WarpEngaged&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WarpDisengaged&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;WarpLoop0&amp;lt;/code&amp;gt; ... &amp;lt;code&amp;gt;WarpLoop9&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;WarpSkip0&amp;lt;/code&amp;gt; ... &amp;lt;code&amp;gt;WarpSkip9&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;ASAPEngaged&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ASAPDisengaged&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ASAPDockingAvailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ASAPDockingEngaged&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ASAPDockingDisengaged&amp;lt;/code&amp;gt; - autopilot modes.&lt;br /&gt;
*** &amp;lt;code&amp;gt;FlightComputerEnabled&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FlightComputerDisabled&amp;lt;/code&amp;gt; - Flight mode&lt;br /&gt;
*** &amp;lt;code&amp;gt;DockAvailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DockUnavailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DockFailed&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;JumpAvailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JumpUnavailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JumpFailed&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;Lock&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MissileLock&amp;lt;/code&amp;gt; - lock warning&lt;br /&gt;
*** &amp;lt;code&amp;gt;Eject&amp;lt;/code&amp;gt; - &amp;quot;Eject!&amp;quot; warning&lt;br /&gt;
** &amp;lt;code&amp;gt;soundfile=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - WAV file to use&lt;br /&gt;
** &amp;lt;code&amp;gt;looping=&amp;quot;false&amp;quot;&amp;lt;/code&amp;gt; (bool) - whether it's looping&lt;br /&gt;
** &amp;lt;code&amp;gt;gain=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; (float) - volume adjustment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New gauges have been implemented into SVN as of revision 11767, explanation is required:&lt;br /&gt;
*TCNT ==&amp;gt; Turret CoNTrol (OFF/ACTIVE/FAW (FireAtWill) ) &lt;br /&gt;
*GCNT ==&amp;gt; Governor CoNTrol (Maneuver vs. Travel mode)&lt;br /&gt;
*...&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
This is the &amp;lt;code&amp;gt;.cpt&amp;lt;/code&amp;gt; file, using the same name as per the directory name.&lt;br /&gt;
{{fixme}} INFORMATION ON STRUCTURE REQUIRED&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;.spr&amp;quot; file format==&lt;br /&gt;
{{fixme}} REDEFINE INTO EASY TO FOLLOW INSTRUCTIONS&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;./cockpits/disabled-cockpit.cpt/blasterpower.spr&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cockpit/blasterpower.png cockpit/blasterpower.png&lt;br /&gt;
.25 .09&lt;br /&gt;
0 -.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Structure===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
imagename alphaname&lt;br /&gt;
scaleX scaleY&lt;br /&gt;
positionX positionY&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Description===&lt;br /&gt;
* &amp;lt;code&amp;gt;imagename&amp;lt;/code&amp;gt; - path to the image to be used (e.g &amp;lt;code&amp;gt;./cockpit/blasterpower.png&amp;lt;/code&amp;gt; ... this will search in &amp;lt;code&amp;gt;./textures/cockpit/&amp;lt;/code&amp;gt; for the file &amp;lt;code&amp;gt;blasterpower.png&amp;lt;/code&amp;gt;) &lt;br /&gt;
* &amp;lt;code&amp;gt;alphaname&amp;lt;/code&amp;gt; - This is the alpha map for the image. It must either be a greyscale &amp;lt;code&amp;gt;.bmp&amp;lt;/code&amp;gt;, or a &amp;lt;code&amp;gt;.png&amp;lt;/code&amp;gt; (where the png's alpha map is used), even if you are using the alpha-map from the first png, it must also be listed here as the source of the alphamap! &lt;br /&gt;
* &amp;lt;code&amp;gt;scaleX&amp;lt;/code&amp;gt; - Scales the image on the X-Axis (1 = Fullsize, 0.5 = Halfsize, 2 = Doublesize etc) &lt;br /&gt;
* &amp;lt;code&amp;gt;scaleY&amp;lt;/code&amp;gt; - Scales the image on the Y-Axis (see scaleX) &lt;br /&gt;
* &amp;lt;code&amp;gt;positionX&amp;lt;/code&amp;gt; - Start drawing the image on a relative position specified by positionX &lt;br /&gt;
* &amp;lt;code&amp;gt;positionY&amp;lt;/code&amp;gt; - Start drawing the image on a relative position specified by positionY &lt;br /&gt;
&lt;br /&gt;
The last four options require some explanation on how Vega Strike 4.01 draws its sprites. First of all, you have to know that the resolution of the image is absolutely irrelevant, as Vega Strike works with relative coordinates and scaling, with (0,0) being the center of the screen. Imagine a picture of exactly one red pixel (1x1) in size, with &amp;lt;code&amp;gt;scaleX=scaleY=1&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;positionX=positionY=0&amp;lt;/code&amp;gt;. The result is a red square, whose center is on the center of the screen. It fills the left, the right, the upper and the lower half of the screen. &amp;lt;code&amp;gt;scaleX=scaleY=2&amp;lt;/code&amp;gt; would make it exactly fullscreen. The same applies to &amp;lt;code&amp;gt;positionX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;positionY&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;PositonY=-1&amp;lt;/code&amp;gt; would start drawing it on the lower half from the center of the screen, whereas &amp;lt;code&amp;gt;PositionY=2&amp;lt;/code&amp;gt; would completely draw it offscreen.&lt;br /&gt;
&lt;br /&gt;
One note regarding negative values in &amp;lt;code&amp;gt;scaleX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;scaleY&amp;lt;/code&amp;gt; : Vega Strike flips the sprite on that axis, but in the case of gauges like Blasterpower will also start decreasing it flipped (not from the right, but from the left).&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* Related forum topics/threads&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4143 &amp;lt;nowiki&amp;gt;[Question/Request] Animated sprites and gauges&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4150 HUD Stuff]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4137 Press Q To Quit]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=10406 Disabled cockpit HUD shields and armor]&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit Unit Files|Editing Unit Files]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Create Cockpit in Wings3d|Create a Cockpit in Wings3d]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Edit HUDs]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_HUDs&amp;diff=19474</id>
		<title>HowTo:Edit HUDs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_HUDs&amp;diff=19474"/>
				<updated>2013-07-21T16:25:23Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit Unit Files|Editing Unit Files]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Create Cockpit in Wings3d|Create a Cockpit in Wings3d]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Editing or creating a HUD=&lt;br /&gt;
==Image files==&lt;br /&gt;
* To display your own graphic files in the HUD you can use every image format that is supported by vegastrike (png/jpg/bmp/...). &lt;br /&gt;
* The sides of the images must have a size that is a power of 2. &lt;br /&gt;
&lt;br /&gt;
==The cockpit directory==&lt;br /&gt;
The cockpit directory contains all the relevant files that consist of the HUD and cockpit.  These files are:&lt;br /&gt;
* .cpt file - is the main cockpit definition file and links all the cockpit parts together&lt;br /&gt;
* .bfxm file - {{fixme}} PROVIDE EXPLANATION OF PURPOSE OF FILE&lt;br /&gt;
* .xmesh file - {{fixme}} PROVIDE EXPLANATION OF PURPOSE OF FILE&lt;br /&gt;
* .spr files - define the size and position of cockpit elements (gauges, radars, ...) on the screen&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;./cockpits/disabled-cockpit/disabled-cockpit.cpt&amp;lt;/code&amp;gt;&lt;br /&gt;
===Structure===&lt;br /&gt;
&amp;lt;code&amp;gt;disabled-cockpit&amp;lt;/code&amp;gt; is the name of the subdirectory.&lt;br /&gt;
===Description===&lt;br /&gt;
All cockpit/HUD information is held under a single directory located as a subdirectory of the '''cockpits''' directory.&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;.cpt&amp;quot; file format==&lt;br /&gt;
{{fixme}} COMPLETE MISSING INFORMATION&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;disabled-cockpit.cpt&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Cockpit r=&amp;quot;0&amp;quot; g=&amp;quot;.75&amp;quot; b=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;Crosshairs file=&amp;quot;crosshairs.spr&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;0&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Radar file=&amp;quot;radar.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;RearRadar file=&amp;quot;radarr.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Speed file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;-.23&amp;quot; ycent=&amp;quot;-.52&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;SetSpeed file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;.23&amp;quot; ycent=&amp;quot;-.52&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;WARPFIELDSTRENGTH file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;-.23&amp;quot; ycent=&amp;quot;-.58&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
	&amp;lt;ShieldF file=&amp;quot;shieldf.spr&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ShieldB file=&amp;quot;shieldf.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.92&amp;quot; GaugeDown=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorL file=&amp;quot;armorl.spr&amp;quot;  GaugeLeft=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorR file=&amp;quot;armorl.spr&amp;quot; xcent=&amp;quot;-.22&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeRight=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Hull file=&amp;quot;hull.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeUp=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorF file=&amp;quot;armorf.spr&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorB file=&amp;quot;armorf.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.87&amp;quot;  GaugeDown=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorL file=&amp;quot;armorl.spr&amp;quot;  GaugeLeft=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorR file=&amp;quot;armorl.spr&amp;quot; xcent=&amp;quot;-.22&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeRight=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
   &amp;lt;Fuel file=&amp;quot;fuelstat.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.6&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Energy file=&amp;quot;blasterpower.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;WarpEnergy file=&amp;quot;jumppower.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.55&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Lock file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;MissileLock file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;.04&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;ECM file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;-.04&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Auto file=&amp;quot;auto.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Jump file=&amp;quot;canjump.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Eject file=&amp;quot;eject.spr&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;!-- 	&amp;lt;LeftVDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Shield  Manifest&amp;quot; file=&amp;quot;wvdu.spr&amp;quot; xcent=&amp;quot;-.47&amp;quot; ycent=&amp;quot;-.75&amp;quot;/&amp;gt;&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;30&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Weapon Manifest Damage&amp;quot; file=&amp;quot;wvdu.spr&amp;quot; xcent=&amp;quot;-.8&amp;quot; ycent=&amp;quot;.2&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Target Comm View TargetManifest Nav&amp;quot; file=&amp;quot;rvdu.spr&amp;quot; xcent=&amp;quot;.775&amp;quot; ycent=&amp;quot;-.75&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Shield Manifest&amp;quot; file=&amp;quot;lvdu.spr&amp;quot; xcent=&amp;quot;-.775&amp;quot; ycent=&amp;quot;-.75&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;14&amp;quot; TextCols=&amp;quot;100&amp;quot; type=&amp;quot;Message&amp;quot; file=&amp;quot;mvdu.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;30&amp;quot; TextCols=&amp;quot;30&amp;quot; type=&amp;quot;Objectives&amp;quot; file=&amp;quot;objvdu.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;FPS file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;.9&amp;quot; ycent=&amp;quot;.8&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;/Cockpit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===XML Schema===&lt;br /&gt;
''This is the information I have gathered from looking at the files.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Cockpit ...&amp;gt; &amp;lt;/Cockpit&amp;gt;&amp;lt;/code&amp;gt; Marks the beginning and end of the cockpit definition&lt;br /&gt;
* &amp;lt;code&amp;gt;r=&amp;quot;#&amp;quot; g=&amp;quot;#&amp;quot; b=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; Specifies percentages of color used for generated elements (text and radar).  Numbers between 0 and 1. Example is for cyan.&lt;br /&gt;
* &amp;lt;code&amp;gt;mesh=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Mesh file to use for 3D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;front=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for forward-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;left=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for left-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;right=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for right-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;back=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for rear-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;ViewOffset=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Horizontal offset within cockpit&lt;br /&gt;
* &amp;lt;code&amp;gt;CockpitOffset=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Not certain of the purpose of this option&lt;br /&gt;
* The following options are supported in &amp;lt;code&amp;gt;cockpit_xml.cpp&amp;lt;/code&amp;gt; (In CVS as of 5/18/2005) and may or may not be functional in the game.&lt;br /&gt;
** &amp;lt;code&amp;gt;font=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Specify the font file to be used&lt;br /&gt;
** &amp;lt;code&amp;gt;file=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Unknown&lt;br /&gt;
** &amp;lt;code&amp;gt;soundfile=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Unknown&lt;br /&gt;
&lt;br /&gt;
* Sprite definitions&lt;br /&gt;
** Common parameters:&lt;br /&gt;
*** &amp;lt;code&amp;gt;file=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - SPR file to use&lt;br /&gt;
*** &amp;lt;code&amp;gt;xcent=&amp;quot;#&amp;quot; ycent=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - center along x or y at # (range is -1.0 to 1.0)&lt;br /&gt;
*** &amp;lt;code&amp;gt;width=&amp;quot;#&amp;quot; height=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Set width and height&lt;br /&gt;
*** For gauges: &amp;lt;code&amp;gt;GaugeRight, GaugeLeft, GaugeDown, GaugeUp(Default) = &amp;quot;1&amp;quot;&amp;lt;/code&amp;gt; - Sets direction that gauges clear from (Only one tag possible?).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Crosshairs ... /&amp;gt;&amp;lt;/code&amp;gt; - Crosshairs sprite&lt;br /&gt;
*** To tell the engine to actually draw bitmap/sprite crosshairs you need to define&amp;lt;BR/&amp;gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;var name=&amp;quot;draw_rendered_crosshairs&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;BR/&amp;gt;in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Panel ... /&amp;gt;&amp;lt;/code&amp;gt; - A fixed sprite, functionally mostly identical to Crosshairs (except layering and procedural rendering option).&lt;br /&gt;
*** E.g.: backgrounds for gauges with text &amp;quot;CAPACITOR&amp;quot;/&amp;quot;DRIVES&amp;quot;/&amp;quot;FUEL&amp;quot; in the default (&amp;quot;disabled&amp;quot;) cockpit are panels.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Radar ... /&amp;gt;&amp;lt;/code&amp;gt; - Forward radar&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;RearRadar ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear radar&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Speed ... /&amp;gt;&amp;lt;/code&amp;gt; - Current speed&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;SetSpeed ... /&amp;gt;&amp;lt;/code&amp;gt; - Set speed&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;WARPFIELDSTRENGTH ... /&amp;gt;&amp;lt;/code&amp;gt; - Current SPEC multiplier.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Fuel ... /&amp;gt;&amp;lt;/code&amp;gt; - Fuel (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Energy ... /&amp;gt;&amp;lt;/code&amp;gt; - Main (reactor) capacitor level. (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;WarpEnergy ... /&amp;gt;&amp;lt;/code&amp;gt; - Warp capacitor level. (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Lock ... /&amp;gt;&amp;lt;/code&amp;gt; - Someone has locked onto you.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;MissileLock ... /&amp;gt;&amp;lt;/code&amp;gt; - Someone has gained a missile lock on you&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ECM ... /&amp;gt;&amp;lt;/code&amp;gt; - ECM activated (Is this when your ECM stops a missile or when an enemy stops your missile?)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Auto ... /&amp;gt;&amp;lt;/code&amp;gt; - Timeless Autopilot or SPEC mode indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Jump ... /&amp;gt;&amp;lt;/code&amp;gt; - Jump point in range indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Eject ... /&amp;gt;&amp;lt;/code&amp;gt; - Critical failure indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;VDU ... /&amp;gt;&amp;lt;/code&amp;gt; - Video Display Unit. Multiple entries allowed, in order of appearance assigned to: LVDU, RVDU, MVDU, ULVDU, URVDU, UMVDU. (default Type: Messages)&lt;br /&gt;
*** Additional parameters:&lt;br /&gt;
**** &amp;lt;code&amp;gt;TextRows = &amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Number of rows displayed (Note: If sprite is not large enough, the maximum number of rows possible is displayed)&lt;br /&gt;
**** &amp;lt;code&amp;gt;TextCols = &amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Number of characters across displayed&lt;br /&gt;
**** &amp;lt;code&amp;gt;Type = &amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - VDU types to display separated by spaces&lt;br /&gt;
***** &amp;lt;code&amp;gt;Weapon&amp;lt;/code&amp;gt; - Displays active guns and missiles&lt;br /&gt;
***** &amp;lt;code&amp;gt;Manifest&amp;lt;/code&amp;gt; - Displays the content of your cargo hold&lt;br /&gt;
***** &amp;lt;code&amp;gt;Damage&amp;lt;/code&amp;gt; - Displays the status of your ship and it's systems&lt;br /&gt;
***** &amp;lt;code&amp;gt;Target&amp;lt;/code&amp;gt; - Displays your target's shields, hull and distance from your ship&lt;br /&gt;
***** &amp;lt;code&amp;gt;Comm&amp;lt;/code&amp;gt; - Displays your communications options&lt;br /&gt;
***** &amp;lt;code&amp;gt;View&amp;lt;/code&amp;gt; - Displays a camera view of your target&lt;br /&gt;
***** &amp;lt;code&amp;gt;TargetManifest&amp;lt;/code&amp;gt; - Displays your target's cargo&lt;br /&gt;
***** &amp;lt;code&amp;gt;Nav&amp;lt;/code&amp;gt; - Another camera view&lt;br /&gt;
***** &amp;lt;code&amp;gt;Shield&amp;lt;/code&amp;gt; - Your shield status&lt;br /&gt;
***** &amp;lt;code&amp;gt;Message&amp;lt;/code&amp;gt; - Incoming and outgoing message display&lt;br /&gt;
***** &amp;lt;code&amp;gt;Objectives&amp;lt;/code&amp;gt; - Mission objectives&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;FPS ... /&amp;gt;&amp;lt;/code&amp;gt; - Simulated Frames per Second&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldF ... /&amp;gt;&amp;lt;/code&amp;gt; - Front Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldB ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldL ... /&amp;gt;&amp;lt;/code&amp;gt; - Left Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldR ... /&amp;gt;&amp;lt;/code&amp;gt; - Right Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldFRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Right-Top Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldBRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Top Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldFLT ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Left-Top Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldBRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Top Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldFRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Right-Bottom Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldBRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Bottom Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldFLB ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Left-Bottom Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldBRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Bottom Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorF ... /&amp;gt;&amp;lt;/code&amp;gt; - Front Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorB ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorL ... /&amp;gt;&amp;lt;/code&amp;gt; - Left Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorR ... /&amp;gt;&amp;lt;/code&amp;gt; - Right Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorFRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Right-Top Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorBRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Top Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorFLT ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Left-Top Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorBRT ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Top Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorFRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Right-Bottom Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorBRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Bottom Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorFLB ... /&amp;gt;&amp;lt;/code&amp;gt; - Front-Left-Bottom Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorBRB ... /&amp;gt;&amp;lt;/code&amp;gt; - Back-Right-Bottom Armor Gauge&lt;br /&gt;
&lt;br /&gt;
** Additional elements found in cockpit_xml.cpp that may or may not be implemented&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;LeftVDU ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Left VDU (default Type: Objectives Manifest Weapon Damage Shield [/WEBCAM] [/NETWORK])&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;RightVDU ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Right VDU (default Type: Target TargetManifest Nav)&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;Collision ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Sprite indicating a collision has occurred.&lt;br /&gt;
{{fixme}} CORRECTIONS AND ADDITIONAL INFORMATION REQUESTED&lt;br /&gt;
&lt;br /&gt;
* Events (custom cockpit sounds). &amp;lt;nowiki&amp;gt;&amp;lt;code&amp;gt;&amp;lt;Event .../&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;event=&amp;quot;...&amp;quot;&amp;lt;/code&amp;gt; - Triggering event. Possible values:&lt;br /&gt;
*** &amp;lt;code&amp;gt;WarpReady&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WarpUnready&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WarpEngaged&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WarpDisengaged&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;WarpLoop0&amp;lt;/code&amp;gt; ... &amp;lt;code&amp;gt;WarpLoop9&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;WarpSkip0&amp;lt;/code&amp;gt; ... &amp;lt;code&amp;gt;WarpSkip9&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;ASAPEngaged&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ASAPDisengaged&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ASAPDockingAvailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ASAPDockingEngaged&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ASAPDockingDisengaged&amp;lt;/code&amp;gt; - autopilot modes.&lt;br /&gt;
*** &amp;lt;code&amp;gt;FlightComputerEnabled&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FlightComputerDisabled&amp;lt;/code&amp;gt; - Flight mode&lt;br /&gt;
*** &amp;lt;code&amp;gt;DockAvailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DockUnavailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DockFailed&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;JumpAvailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JumpUnavailable&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JumpFailed&amp;lt;/code&amp;gt;&lt;br /&gt;
*** &amp;lt;code&amp;gt;Lock&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MissileLock&amp;lt;/code&amp;gt; - lock warning&lt;br /&gt;
*** &amp;lt;code&amp;gt;Eject&amp;lt;/code&amp;gt; - &amp;quot;Eject!&amp;quot; warning&lt;br /&gt;
** &amp;lt;code&amp;gt;soundfile=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - WAV file to use&lt;br /&gt;
** &amp;lt;code&amp;gt;looping=&amp;quot;false&amp;quot;&amp;lt;/code&amp;gt; (bool) - whether it's looping&lt;br /&gt;
** &amp;lt;code&amp;gt;gain=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; (float) - volume adjustment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New gauges have been implemented into SVN as of revision 11767, explanation is required:&lt;br /&gt;
*TCNT ==&amp;gt; Turret CoNTrol (OFF/ACTIVE/FAW (FireAtWill) ) &lt;br /&gt;
*GCNT ==&amp;gt; Governor CoNTrol (Maneuver vs. Travel mode)&lt;br /&gt;
*...&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
This is the &amp;lt;code&amp;gt;.cpt&amp;lt;/code&amp;gt; file, using the same name as per the directory name.&lt;br /&gt;
{{fixme}} INFORMATION ON STRUCTURE REQUIRED&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;.spr&amp;quot; file format==&lt;br /&gt;
{{fixme}} REDEFINE INTO EASY TO FOLLOW INSTRUCTIONS&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;./cockpits/disabled-cockpit.cpt/blasterpower.spr&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cockpit/blasterpower.png cockpit/blasterpower.png&lt;br /&gt;
.25 .09&lt;br /&gt;
0 -.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Structure===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
imagename alphaname&lt;br /&gt;
scaleX scaleY&lt;br /&gt;
positionX positionY&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Description===&lt;br /&gt;
* &amp;lt;code&amp;gt;imagename&amp;lt;/code&amp;gt; - path to the image to be used (e.g &amp;lt;code&amp;gt;./cockpit/blasterpower.png&amp;lt;/code&amp;gt; ... this will search in &amp;lt;code&amp;gt;./textures/cockpit/&amp;lt;/code&amp;gt; for the file &amp;lt;code&amp;gt;blasterpower.png&amp;lt;/code&amp;gt;) &lt;br /&gt;
* &amp;lt;code&amp;gt;alphaname&amp;lt;/code&amp;gt; - This is the alpha map for the image. It must either be a greyscale &amp;lt;code&amp;gt;.bmp&amp;lt;/code&amp;gt;, or a &amp;lt;code&amp;gt;.png&amp;lt;/code&amp;gt; (where the png's alpha map is used), even if you are using the alpha-map from the first png, it must also be listed here as the source of the alphamap! &lt;br /&gt;
* &amp;lt;code&amp;gt;scaleX&amp;lt;/code&amp;gt; - Scales the image on the X-Axis (1 = Fullsize, 0.5 = Halfsize, 2 = Doublesize etc) &lt;br /&gt;
* &amp;lt;code&amp;gt;scaleY&amp;lt;/code&amp;gt; - Scales the image on the Y-Axis (see scaleX) &lt;br /&gt;
* &amp;lt;code&amp;gt;positionX&amp;lt;/code&amp;gt; - Start drawing the image on a relative position specified by positionX &lt;br /&gt;
* &amp;lt;code&amp;gt;positionY&amp;lt;/code&amp;gt; - Start drawing the image on a relative position specified by positionY &lt;br /&gt;
&lt;br /&gt;
The last four options require some explanation on how Vega Strike 4.01 draws its sprites. First of all, you have to know that the resolution of the image is absolutely irrelevant, as Vega Strike works with relative coordinates and scaling, with (0,0) being the center of the screen. Imagine a picture of exactly one red pixel (1x1) in size, with &amp;lt;code&amp;gt;scaleX=scaleY=1&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;positionX=positionY=0&amp;lt;/code&amp;gt;. The result is a red square, whose center is on the center of the screen. It fills the left, the right, the upper and the lower half of the screen. &amp;lt;code&amp;gt;scaleX=scaleY=2&amp;lt;/code&amp;gt; would make it exactly fullscreen. The same applies to &amp;lt;code&amp;gt;positionX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;positionY&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;PositonY=-1&amp;lt;/code&amp;gt; would start drawing it on the lower half from the center of the screen, whereas &amp;lt;code&amp;gt;PositionY=2&amp;lt;/code&amp;gt; would completely draw it offscreen.&lt;br /&gt;
&lt;br /&gt;
One note regarding negative values in &amp;lt;code&amp;gt;scaleX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;scaleY&amp;lt;/code&amp;gt; : Vega Strike flips the sprite on that axis, but in the case of gauges like Blasterpower will also start decreasing it flipped (not from the right, but from the left).&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* Related forum topics/threads&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4143 &amp;lt;nowiki&amp;gt;[Question/Request] Animated sprites and gauges&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4150 HUD Stuff]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4137 Press Q To Quit]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=10406 Disabled cockpit HUD shields and armor]&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit Unit Files|Editing Unit Files]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Create Cockpit in Wings3d|Create a Cockpit in Wings3d]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Edit HUDs]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Commands&amp;diff=19473</id>
		<title>Manual:Config:Advanced:Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Commands&amp;diff=19473"/>
				<updated>2013-07-21T15:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Commands}}&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;
The list of commands available for binding (as of SVN r.13603)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Effect'''&lt;br /&gt;
|'''Comment'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''View'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Cockpit::Inside&lt;br /&gt;
|Look forward, with HUD.&lt;br /&gt;
|default&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::InsideLeft&lt;br /&gt;
|Look left, with HUD.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::InsideRight&lt;br /&gt;
|Look right, with HUD.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::InsideBack&lt;br /&gt;
|Look back, with HUD.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::NavScreen&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ScrollUp&amp;lt;br/&amp;gt;Cockpit::ScrollDown&lt;br /&gt;
|Scrolls the text up/down.&lt;br /&gt;
|This affects Comm, Objective and Manifest VDU;&amp;lt;br/&amp;gt;&lt;br /&gt;
on Manifest this also chooses cargo to be jettisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::PitchUp&amp;lt;br/&amp;gt;Cockpit::PitchDown&amp;lt;br/&amp;gt;Cockpit::YawLeft&amp;lt;br/&amp;gt;Cockpit::YawRight&lt;br /&gt;
|Pan modes: Rotates camera up/down/left/right, around the object.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ZoomIn&amp;lt;br/&amp;gt;Cockpit::ZoomOut&lt;br /&gt;
|Zoom in/out, in camera modes that allow zoom.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ZoomReset&lt;br /&gt;
|Default zoom.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::LookUp&amp;lt;br/&amp;gt;Cockpit::LookDown&amp;lt;br/&amp;gt;Cockpit::LookLeft&amp;lt;br/&amp;gt;Cockpit::LookRight&lt;br /&gt;
|Rotates view.&lt;br /&gt;
|{{Fixme}}Currently doesn't work as it's supposed to.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ViewTarget&lt;br /&gt;
|Padlock Cam view. Camera keeps on the current target.&lt;br /&gt;
|See also [[Manual:Config:Advanced:Variables#Views|config variables]]:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;draw_cockpit_from_padlock_cam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;draw_vdus_from_padlock_cam&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::Behind&lt;br /&gt;
|Chase Cam view. Camera is fixed forward, from behind the own ship.&lt;br /&gt;
|See also [[Manual:Config:Advanced:Variables#Views|config variables]]:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;draw_cockpit_from_chase_cam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;draw_vdus_from_chase_cam&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::OutsideTarget&lt;br /&gt;
|Target view. Camera keeps on the current target, from behind the own ship.&lt;br /&gt;
|See also [[Manual:Config:Advanced:Variables#Views|config variables]]:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;draw_cockpit_from_target_cam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;draw_vdus_from_target_cam&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::PanTarget&lt;br /&gt;
|Target Camera. Allows camera rotation.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::Pan&lt;br /&gt;
|Own ship centered view. Allows camera rotation.&lt;br /&gt;
|See also [[Manual:Config:Advanced:Variables#Views|config variables]]:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;draw_cockpit_from_panning_cam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;draw_vdus_from_panning_cam&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::CommMode&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ViewMode&lt;br /&gt;
|Activates &amp;quot;View&amp;quot; VDU.&lt;br /&gt;
| &amp;quot;View&amp;quot; VDU actually cycles through several modes.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::DamageMode&lt;br /&gt;
|Activates &amp;quot;Damage&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ManifestMode&lt;br /&gt;
|Activates &amp;quot;Manifest&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ObjectiveMode&lt;br /&gt;
|Activates &amp;quot;Objective&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::ScanningMode&lt;br /&gt;
|Activates &amp;quot;Scanning&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::TargetMode&lt;br /&gt;
|Activates &amp;quot;Target&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::GunMode&amp;lt;br/&amp;gt;&lt;br /&gt;
Cockpit::ReverseGunMode&lt;br /&gt;
|Works like WeapSelKey/ReverseWeapSelKey, but also activates &amp;quot;Weapons&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::MissileMode&amp;lt;br/&amp;gt;&lt;br /&gt;
Cockpit::ReverseMissileMode&lt;br /&gt;
|Works like MisSelKey/ReverseMisSelKey, but also activates &amp;quot;Weapons&amp;quot; VDU.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::MapKey&lt;br /&gt;
|Displays the map&lt;br /&gt;
|Not the navigation screen, just a static image overlaying the view.&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::SwitchLVDU&amp;lt;br/&amp;gt;Cockpit::SwitchRVDU&amp;lt;br/&amp;gt;Cockpit::SwitchMVDU&lt;br /&gt;
|Cycles allowed modes for lower left/right/medium VDU.&lt;br /&gt;
|#1-#3 in [[HowTo:Edit_HUDs|cockpit file]]&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::SwitchULVDU&amp;lt;br/&amp;gt;Cockpit::SwitchURVDU&amp;lt;br/&amp;gt;Cockpit::SwitchUMVDU&lt;br /&gt;
|Cycles allowed modes for upper left/right/medium VDU.&lt;br /&gt;
| (#4-#6 in [[HowTo:Edit_HUDs|cockpit file]])&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::SkipMusicTrack&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cockpit::Quit&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Flight'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|UpKey&amp;lt;br/&amp;gt;DownKey&amp;lt;br/&amp;gt;LeftKey&amp;lt;br/&amp;gt;RightKey&lt;br /&gt;
|Turns the ship up at maximum Pitch Up/Pitch Down/Yaw Left/Yaw Right angular acceleration.&lt;br /&gt;
| Overrides joystick.&lt;br /&gt;
|-&lt;br /&gt;
|RollLeftKey&amp;lt;br/&amp;gt;RollRightKey&lt;br /&gt;
|Rotates the ship left/right around the longitudinal axis, at the maximum possible angular aceleration.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AccelKey&amp;lt;br/&amp;gt;DecelKey&lt;br /&gt;
|Increases/Decreases the flight computer's Set Speed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|StartKey&lt;br /&gt;
|Assigns flight computer's Set Speed to the maximum of the current governor.&lt;br /&gt;
|Travel/Combat forward speed, no Combat+afterburner.&lt;br /&gt;
|-&lt;br /&gt;
|StopKey&lt;br /&gt;
|Assigns flight computer's Set Speed to zero.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ABKey&lt;br /&gt;
|Inertial mode: Applies maximum thrust with afterburner.&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight Computer mode: Sets the forward Set Speed to the maximum of the Afterburner governor.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetVelocityRefKey&lt;br /&gt;
|Sets the ship's Velocity Reference to the current target.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SetVelocityNullKey&lt;br /&gt;
|Resets the ship's Velocity Reference to system.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|ThrustFront&lt;br /&gt;
|Inertial mode: applies maximum Forward thrust (with afterburners, if any), as long as the button is pressed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight Computer mode: assigns Set Speed to the current governor's maximum value, as long as the button is pressed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrustBack&lt;br /&gt;
|Inertial mode: applies maximum Retro thrust as long as the button is pressed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight Computer mode: temporarily assigns Set Speed to the current governor's maximum value.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrustRight/ThrustLeft/ThrustUp/ThrustDown&lt;br /&gt;
|Applies maximum lateral (Right/Left/Up/Down) thrust.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Flight::Mode::InertialToggle&lt;br /&gt;
|Deactivates the Flight Computer compensation, switching to Inertial mode (toggle).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flight::Mode::InertialPulsor&lt;br /&gt;
|Deactivates the Flight Computer mode while the key is pressed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThrustModeKey&lt;br /&gt;
|Currently duplicates Flight::Mode::InertialToggle.&lt;br /&gt;
|{{Fixme}}...but acts separately.&lt;br /&gt;
|-&lt;br /&gt;
|SheltonKey&lt;br /&gt;
|Same as InertialPulsor, but bypassing Flight Computer.&lt;br /&gt;
|{{Fixme}}&lt;br /&gt;
|-&lt;br /&gt;
|MatchSpeedKey&lt;br /&gt;
|Set velocity to the current target's.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SwitchCombatMode&lt;br /&gt;
|Switch between &amp;quot;Combat&amp;quot; and &amp;quot;Travel&amp;quot; governors.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ASAP&lt;br /&gt;
|The basic, straightforward autopilot.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AutoKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Sound'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|NoPositionalKey&lt;br /&gt;
|&lt;br /&gt;
|{{Fixme}} Supposed to control positional audio effects? Not implemented currently&lt;br /&gt;
|-&lt;br /&gt;
|DopplerInc&lt;br /&gt;
|Increases Doppler effect.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DopplerDec&lt;br /&gt;
|Decreases Doppler effect.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VolumeInc&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|VolumeDec&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MusicVolumeInc&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MusicVolumeDec&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|FireKey&lt;br /&gt;
|Fire active weapon(s) from GUNS list (auto refire).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissileKey&lt;br /&gt;
|Fire active weapon(s) from MISSILES list (no auto refire).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|WeapSelKey&amp;lt;br/&amp;gt;&lt;br /&gt;
ReverseWeapSelKey&lt;br /&gt;
|Switches weapons and weapon groups on the GUNS list, cycling forward/backward.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MisSelKey&amp;lt;br/&amp;gt;&lt;br /&gt;
ReverseMisSelKey&lt;br /&gt;
|Switches weapons and weapon groups on the MISSILES list, cycling forward/backward.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Subunits'''&lt;br /&gt;
|-&lt;br /&gt;
|TurretAIOn&lt;br /&gt;
|Activates all turret AI, attacking the target given to them (via TurretTargetKey, etc), if any.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretAIOff&lt;br /&gt;
|Deactivates all turret AI.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretAIFireAtWill&lt;br /&gt;
|Activates all turret AI, choosing attacking the targets per their own AI Combat Role.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretControl&lt;br /&gt;
|Switches manual control to the cockpit of a turret, then back to the ship, cycling through all subunits.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretTargetKey&lt;br /&gt;
|Gives the current target to turret AIs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretPickTargetKey&lt;br /&gt;
|Just like PickTargetKey, but the target is chosen for subunits instead of the ship.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretNearestTargetKey&lt;br /&gt;
|Just like NearestTargetKey, but the target is chosen for subunits instead of the ship.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TurretThreatTargetKey&lt;br /&gt;
|Just like ThreatTargetKey, but the target is chosen for subunits instead of the ship.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Ship Systems'''&lt;br /&gt;
|-&lt;br /&gt;
|JumpKey&lt;br /&gt;
|Activate Jump drive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToggleWarpDrive&lt;br /&gt;
|Manual SPEC mode (toggle).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToggleAutotracking&lt;br /&gt;
|Toggles [[Terminology:Autotracking|Autotracking]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CloakKey&lt;br /&gt;
|Cloaking Device on/off (toggle).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ECMKey&lt;br /&gt;
|[[Manual:Combat:Counter_measures|ECM]] system on/off (toggle).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EjectCargoKey&lt;br /&gt;
|Jettison the top cargo on the list.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EjectNonMissionCargoKey&lt;br /&gt;
|Same as EjectCargoKey, but refuses to jettison mission cargo.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EjectKey&lt;br /&gt;
|Leave the ship!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|EjectDockKey&lt;br /&gt;
|If the player's ship has docking ports Ejects, then moves to the base screen immediately.&lt;br /&gt;
|{{Fixme}} Mostly a hacky way to allow in-flight saving, with SwitchControl to return.&amp;lt;br/&amp;gt;&lt;br /&gt;
May be obsoleted or changed by the next overhaul of the base interface.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|SetShieldsOff&amp;lt;br/&amp;gt;SetShieldsOneThird&amp;lt;br/&amp;gt;SetShieldsTwoThird&lt;br /&gt;
|Sets shield power to 0, 1/3 or 2/3 (of maximum).&amp;lt;br/&amp;gt;&lt;br /&gt;
If shields currently aren't set to full power, toggles to it instead.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''[[Terminology:Sensors|Sensors]] and [[Manual:Targeting|Targeting]]'''&lt;br /&gt;
|-&lt;br /&gt;
|SaveTarget1&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
SaveTarget10&lt;br /&gt;
|Saves the current target to be recalled later.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RestoreTarget1&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
RestoreTarget10&lt;br /&gt;
|Remembers a previously marked target.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|LockTargetKey&lt;br /&gt;
|Establishes target lock.&lt;br /&gt;
|This allows autotracking and also tells the target the ship's a threat.&lt;br /&gt;
|-&lt;br /&gt;
|NearestTargetKey&amp;lt;br/&amp;gt;ReverseNearestTargetKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestHostileTargetKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestDangerousHostileKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestFriendlyKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestBaseKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestPlanetKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NearestJumpKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TargetKey&amp;lt;br/&amp;gt;ReverseTargetKey&lt;br /&gt;
|Cycles through ALL targets.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PickTargetKey&amp;lt;br/&amp;gt;ReversePickTargetKey&lt;br /&gt;
|Picks an unit directly ahead as the current target. Cycles if there are several.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissileTargetKey&amp;lt;br/&amp;gt;ReverseMissileTargetKey&lt;br /&gt;
|Cycles through all missiles.&lt;br /&gt;
|This also includes salvage.&lt;br /&gt;
|-&lt;br /&gt;
|IncomingMissileTargetKey&amp;lt;br/&amp;gt;ReverseIncomingMissileTargetKey&lt;br /&gt;
|Cycles through incoming missiles.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThreatTargetKey&amp;lt;br/&amp;gt;ReverseThreatTargetKey&lt;br /&gt;
|Cycles through threatening targets.&lt;br /&gt;
|Mostly this means having lock on the player's ship.&lt;br /&gt;
|-&lt;br /&gt;
|SigTargetKey&amp;lt;br/&amp;gt;ReverseSigTargetKey&lt;br /&gt;
|Cycles through significant targets.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UnitTargetKey&amp;lt;br/&amp;gt;ReverseUnitTargetKey&lt;br /&gt;
|Cycles through ship targets.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|MissionTargetKey&amp;lt;br/&amp;gt;ReverseMissionTargetKey&lt;br /&gt;
|Cycles through mission targets.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SubUnitTargetKey&lt;br /&gt;
|Cycles through subunits of the target, if any.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Unit/Flightgroup communication'''&lt;br /&gt;
|-&lt;br /&gt;
|RequestClearenceKey&lt;br /&gt;
|Request docking clearance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Turns on highlighting of docking ports.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DockKey&lt;br /&gt;
|Docks with another unit, if inside its docking port.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UnDockKey&lt;br /&gt;
|Undocks immediately, if docked with anything.&lt;br /&gt;
|{{Fixme}} Currently is useless due to base interface, but this may change.&lt;br /&gt;
|-&lt;br /&gt;
|JoinFlightgroup&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Comm1Key&amp;lt;br/&amp;gt;&lt;br /&gt;
...&amp;lt;br/&amp;gt;&lt;br /&gt;
Comm10Key&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommAttackTarget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommBreakForm&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommHelpMeOutCrit&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommHelpMeOutFaction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommAttackTarget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommHelpMeOut&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommFormUp&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommDockWithMe&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommDefendTarget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommDockAtTarget&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CommHoldPosition&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Unit Control'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|SwitchControl&lt;br /&gt;
|Switches control to the cockpit of another ship, cycling ships in the same flightgroup.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Respawn&lt;br /&gt;
|Respawn, after death.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SuicideKey&lt;br /&gt;
|Explode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Network'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|SwitchWebcam&lt;br /&gt;
|&lt;br /&gt;
|{{Fixme}} Not implemented currently&lt;br /&gt;
|-&lt;br /&gt;
|SwitchSecured&lt;br /&gt;
|&lt;br /&gt;
|{{Fixme}} Not implemented currently&lt;br /&gt;
|-&lt;br /&gt;
|ChangeCommStatus&lt;br /&gt;
|Toggles NETCOMM on/off.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UpFreq&lt;br /&gt;
|Increase Communication Frequency (channel number).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DownFreq&lt;br /&gt;
|Decrease Communication Frequency (channel number).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TextMessage&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''[[Manual:Config:Advanced:Bindings:Joystick|Joystick]] specific'''&lt;br /&gt;
|-&lt;br /&gt;
|JoyStickToggleKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::InertialXY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::InertialXYToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::InertialXZ&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::InertialXZToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::Roll&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::RollToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::Bank&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Joystick::Mode::BankToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|colspan=3|'''Other'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|TimeInc&amp;lt;br/&amp;gt;TimeDec&amp;lt;br/&amp;gt;TimeReset&lt;br /&gt;
|Increases time compression x1.5 times.&amp;lt;br/&amp;gt;Decreases time compression x1.5 times.&amp;lt;br/&amp;gt;Resets time compression.&lt;br /&gt;
|Time compression drops already strained precision to the point of bugs and is inherently incompatible with multiplayer.&amp;lt;br/&amp;gt;It's sort of supported (not removed), but don't use it.&lt;br /&gt;
|-&lt;br /&gt;
|PauseKey&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Screenshot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToggleGlow&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ToggleAnimation&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FreeSlaves&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enslave&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunPythonPress&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunPythonRelease&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunPythonToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|RunPythonPhysicsFrame&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ComposeFunctions&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ComposeFunctionsToggle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConsoleKeys::BringConsole&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NewShader&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Manual|Config:Advanced:Commands]]&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;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_HUDs&amp;diff=19472</id>
		<title>HowTo:Edit HUDs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_HUDs&amp;diff=19472"/>
				<updated>2013-07-21T15:34:36Z</updated>
		
		<summary type="html">&lt;p&gt;Tbeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit Unit Files|Editing Unit Files]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Create Cockpit in Wings3d|Create a Cockpit in Wings3d]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Editing or creating a HUD=&lt;br /&gt;
==Image files==&lt;br /&gt;
* To display your own graphic files in the HUD you can use every image format that is supported by vegastrike (png/jpg/bmp/...). &lt;br /&gt;
* The sides of the images must have a size that is a power of 2. &lt;br /&gt;
&lt;br /&gt;
==The cockpit directory==&lt;br /&gt;
The cockpit directory contains all the relevant files that consist of the HUD and cockpit.  These files are:&lt;br /&gt;
* .cpt file - is the main cockpit definition file and links all the cockpit parts together&lt;br /&gt;
* .bfxm file - {{fixme}} PROVIDE EXPLANATION OF PURPOSE OF FILE&lt;br /&gt;
* .xmesh file - {{fixme}} PROVIDE EXPLANATION OF PURPOSE OF FILE&lt;br /&gt;
* .spr files - define the size and position of cockpit elements (gauges, radars, ...) on the screen&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;./cockpits/disabled-cockpit/disabled-cockpit.cpt&amp;lt;/code&amp;gt;&lt;br /&gt;
===Structure===&lt;br /&gt;
&amp;lt;code&amp;gt;disabled-cockpit&amp;lt;/code&amp;gt; is the name of the subdirectory.&lt;br /&gt;
===Description===&lt;br /&gt;
All cockpit/HUD information is held under a single directory located as a subdirectory of the '''cockpits''' directory.&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;.cpt&amp;quot; file format==&lt;br /&gt;
{{fixme}} COMPLETE MISSING INFORMATION&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;disabled-cockpit.cpt&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Cockpit r=&amp;quot;0&amp;quot; g=&amp;quot;.75&amp;quot; b=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;Crosshairs file=&amp;quot;crosshairs.spr&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;0&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Radar file=&amp;quot;radar.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;RearRadar file=&amp;quot;radarr.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Speed file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;-.23&amp;quot; ycent=&amp;quot;-.52&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;SetSpeed file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;.23&amp;quot; ycent=&amp;quot;-.52&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;WARPFIELDSTRENGTH file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;-.23&amp;quot; ycent=&amp;quot;-.58&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
	&amp;lt;ShieldF file=&amp;quot;shieldf.spr&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ShieldB file=&amp;quot;shieldf.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.92&amp;quot; GaugeDown=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorL file=&amp;quot;armorl.spr&amp;quot;  GaugeLeft=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorR file=&amp;quot;armorl.spr&amp;quot; xcent=&amp;quot;-.22&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeRight=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;Hull file=&amp;quot;hull.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeUp=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorF file=&amp;quot;armorf.spr&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorB file=&amp;quot;armorf.spr&amp;quot; xcent=&amp;quot;-.3&amp;quot; ycent=&amp;quot;-.87&amp;quot;  GaugeDown=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorL file=&amp;quot;armorl.spr&amp;quot;  GaugeLeft=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;ArmorR file=&amp;quot;armorl.spr&amp;quot; xcent=&amp;quot;-.22&amp;quot; ycent=&amp;quot;-.835&amp;quot; GaugeRight=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
   &amp;lt;Fuel file=&amp;quot;fuelstat.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.6&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Energy file=&amp;quot;blasterpower.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;WarpEnergy file=&amp;quot;jumppower.spr&amp;quot; GaugeRight=&amp;quot;1&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.55&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Lock file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;0&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;MissileLock file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;.04&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;ECM file=&amp;quot;locklight.spr&amp;quot; xcent=&amp;quot;-.04&amp;quot; ycent=&amp;quot;-.7&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Auto file=&amp;quot;auto.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Jump file=&amp;quot;canjump.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;Eject file=&amp;quot;eject.spr&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;!-- 	&amp;lt;LeftVDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Shield  Manifest&amp;quot; file=&amp;quot;wvdu.spr&amp;quot; xcent=&amp;quot;-.47&amp;quot; ycent=&amp;quot;-.75&amp;quot;/&amp;gt;&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;30&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Weapon Manifest Damage&amp;quot; file=&amp;quot;wvdu.spr&amp;quot; xcent=&amp;quot;-.8&amp;quot; ycent=&amp;quot;.2&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Target Comm View TargetManifest Nav&amp;quot; file=&amp;quot;rvdu.spr&amp;quot; xcent=&amp;quot;.775&amp;quot; ycent=&amp;quot;-.75&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;15&amp;quot; TextCols=&amp;quot;25&amp;quot; type=&amp;quot;Shield Manifest&amp;quot; file=&amp;quot;lvdu.spr&amp;quot; xcent=&amp;quot;-.775&amp;quot; ycent=&amp;quot;-.75&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;14&amp;quot; TextCols=&amp;quot;100&amp;quot; type=&amp;quot;Message&amp;quot; file=&amp;quot;mvdu.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;VDU TextRows=&amp;quot;30&amp;quot; TextCols=&amp;quot;30&amp;quot; type=&amp;quot;Objectives&amp;quot; file=&amp;quot;objvdu.spr&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;FPS file=&amp;quot;radar.spr&amp;quot; xcent=&amp;quot;.9&amp;quot; ycent=&amp;quot;.8&amp;quot; width=&amp;quot;.018&amp;quot; height=&amp;quot;.036&amp;quot; /&amp;gt; &lt;br /&gt;
&amp;lt;/Cockpit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===XML Schema===&lt;br /&gt;
''This is the information I have gathered from looking at the files.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Cockpit ...&amp;gt; &amp;lt;/Cockpit&amp;gt;&amp;lt;/code&amp;gt; Marks the beginning and end of the cockpit definition&lt;br /&gt;
* &amp;lt;code&amp;gt;r=&amp;quot;#&amp;quot; g=&amp;quot;#&amp;quot; b=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; Specifies percentages of color used for generated elements (text and radar).  Numbers between 0 and 1. Example is for cyan.&lt;br /&gt;
* &amp;lt;code&amp;gt;mesh=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Mesh file to use for 3D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;front=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for forward-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;left=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for left-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;right=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for right-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;back=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Sprite file to use for rear-facing view of 2D cockpits&lt;br /&gt;
* &amp;lt;code&amp;gt;ViewOffset=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Horizontal offset within cockpit&lt;br /&gt;
* &amp;lt;code&amp;gt;CockpitOffset=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Not certain of the purpose of this option&lt;br /&gt;
* The following options are supported in &amp;lt;code&amp;gt;cockpit_xml.cpp&amp;lt;/code&amp;gt; (In CVS as of 5/18/2005) and may or may not be functional in the game.&lt;br /&gt;
** &amp;lt;code&amp;gt;font=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - Specify the font file to be used&lt;br /&gt;
** &amp;lt;code&amp;gt;file=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Unknown&lt;br /&gt;
** &amp;lt;code&amp;gt;soundfile=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - {{fixme}} Unknown&lt;br /&gt;
&lt;br /&gt;
* Sprite definitions&lt;br /&gt;
** Common parameters:&lt;br /&gt;
*** &amp;lt;code&amp;gt;file=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - SPR file to use&lt;br /&gt;
*** &amp;lt;code&amp;gt;xcent=&amp;quot;#&amp;quot; ycent=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - center along x or y at # (range is -1.0 to 1.0)&lt;br /&gt;
*** &amp;lt;code&amp;gt;width=&amp;quot;#&amp;quot; height=&amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Set width and height&lt;br /&gt;
*** For gauges: &amp;lt;code&amp;gt;GaugeRight, GaugeLeft, GaugeDown, GaugeUp(Default) = &amp;quot;1&amp;quot;&amp;lt;/code&amp;gt; - Sets direction that gauges clear from (Only one tag possible?).&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Crosshairs ... /&amp;gt;&amp;lt;/code&amp;gt; - Crosshairs sprite&lt;br /&gt;
*** To tell the engine to actually draw bitmap/sprite crosshairs you need to define&amp;lt;BR/&amp;gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;var name=&amp;quot;draw_rendered_crosshairs&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;BR/&amp;gt;in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Radar ... /&amp;gt;&amp;lt;/code&amp;gt; - Forward radar&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;RearRadar ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear radar&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Speed ... /&amp;gt;&amp;lt;/code&amp;gt; - Current speed&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;SetSpeed ... /&amp;gt;&amp;lt;/code&amp;gt; - Set speed&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;WARPFIELDSTRENGTH ... /&amp;gt;&amp;lt;/code&amp;gt; - Current SPEC multiplier.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Fuel ... /&amp;gt;&amp;lt;/code&amp;gt; - Fuel (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Energy ... /&amp;gt;&amp;lt;/code&amp;gt; - Main (reactor) capacitor level. (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;WarpEnergy ... /&amp;gt;&amp;lt;/code&amp;gt; - Warp capacitor level. (Gauge)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Lock ... /&amp;gt;&amp;lt;/code&amp;gt; - Someone has locked onto you.&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;MissileLock ... /&amp;gt;&amp;lt;/code&amp;gt; - Someone has gained a missile lock on you&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ECM ... /&amp;gt;&amp;lt;/code&amp;gt; - ECM activated (Is this when your ECM stops a missile or when an enemy stops your missile?)&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Auto ... /&amp;gt;&amp;lt;/code&amp;gt; - Timeless Autopilot or SPEC mode indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Jump ... /&amp;gt;&amp;lt;/code&amp;gt; - Jump point in range indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;Eject ... /&amp;gt;&amp;lt;/code&amp;gt; - Critical failure indicator&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;VDU ... /&amp;gt;&amp;lt;/code&amp;gt; - Video Display Unit (multiple entries allowed, in order of appearance assigned to: LVDU, RVDU, MVDU, ULVDU, URVDU, UMVDU) &lt;br /&gt;
*** Additional parameters:&lt;br /&gt;
**** &amp;lt;code&amp;gt;TextRows = &amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Number of rows displayed (Note: If sprite is not large enough, the maximum number of rows possible is displayed)&lt;br /&gt;
**** &amp;lt;code&amp;gt;TextCols = &amp;quot;#&amp;quot;&amp;lt;/code&amp;gt; - Number of characters across displayed&lt;br /&gt;
**** &amp;lt;code&amp;gt;Type = &amp;quot;&amp;quot;&amp;lt;/code&amp;gt; - VDU types to display separated by spaces&lt;br /&gt;
***** &amp;lt;code&amp;gt;Weapon&amp;lt;/code&amp;gt; - Displays active guns and missiles&lt;br /&gt;
***** &amp;lt;code&amp;gt;Manifest&amp;lt;/code&amp;gt; - Displays the content of your cargo hold&lt;br /&gt;
***** &amp;lt;code&amp;gt;Damage&amp;lt;/code&amp;gt; - Displays the status of your ship and it's systems&lt;br /&gt;
***** &amp;lt;code&amp;gt;Target&amp;lt;/code&amp;gt; - Displays your target's shields, hull and distance from your ship&lt;br /&gt;
***** &amp;lt;code&amp;gt;Comm&amp;lt;/code&amp;gt; - Displays your communications options&lt;br /&gt;
***** &amp;lt;code&amp;gt;View&amp;lt;/code&amp;gt; - Displays a camera view of your target&lt;br /&gt;
***** &amp;lt;code&amp;gt;TargetManifest&amp;lt;/code&amp;gt; - Displays your target's cargo&lt;br /&gt;
***** &amp;lt;code&amp;gt;Nav&amp;lt;/code&amp;gt; - Another camera view&lt;br /&gt;
***** &amp;lt;code&amp;gt;Shield&amp;lt;/code&amp;gt; - Your shield status&lt;br /&gt;
***** &amp;lt;code&amp;gt;Message&amp;lt;/code&amp;gt; - Incoming and outgoing message display&lt;br /&gt;
***** &amp;lt;code&amp;gt;Objectives&amp;lt;/code&amp;gt; - Mission objectives&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;FPS ... /&amp;gt;&amp;lt;/code&amp;gt; - Simulated Frames per Second&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldF ... /&amp;gt;&amp;lt;/code&amp;gt; - Front Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldB ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldL ... /&amp;gt;&amp;lt;/code&amp;gt; - Left Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ShieldR ... /&amp;gt;&amp;lt;/code&amp;gt; - Right Shield Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorF ... /&amp;gt;&amp;lt;/code&amp;gt; - Front Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorB ... /&amp;gt;&amp;lt;/code&amp;gt; - Rear Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorL ... /&amp;gt;&amp;lt;/code&amp;gt; - Left Armor Gauge&lt;br /&gt;
** &amp;lt;code&amp;gt;&amp;lt;ArmorR ... /&amp;gt;&amp;lt;/code&amp;gt; - Right Armor Gauge&lt;br /&gt;
** Additional elements found in cockpit_xml.cpp that may or may not be implemented&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;LeftVDU ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Left VDU&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;RightVDU ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Right VDU&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;Panel ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Unknown (Appears to be related to Crosshairs)&lt;br /&gt;
*** &amp;lt;code&amp;gt;&amp;lt;Collision ... /&amp;gt;&amp;lt;/code&amp;gt; - {{fixme}} Sprite indicating a collision has occurred.&lt;br /&gt;
{{fixme}} CORRECTIONS AND ADDITIONAL INFORMATION REQUESTED&lt;br /&gt;
&lt;br /&gt;
New gauges have been implemented into SVN as of revision 11767, explanation is required:&lt;br /&gt;
*TCNT ==&amp;gt; Turret CoNTrol (OFF/ACTIVE/FAW (FireAtWill) ) &lt;br /&gt;
*GCNT ==&amp;gt; Governor CoNTrol (Maneuver vs. Travel mode)&lt;br /&gt;
*...&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
This is the &amp;lt;code&amp;gt;.cpt&amp;lt;/code&amp;gt; file, using the same name as per the directory name.&lt;br /&gt;
{{fixme}} INFORMATION ON STRUCTURE REQUIRED&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;.spr&amp;quot; file format==&lt;br /&gt;
{{fixme}} REDEFINE INTO EASY TO FOLLOW INSTRUCTIONS&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;code&amp;gt;./cockpits/disabled-cockpit.cpt/blasterpower.spr&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cockpit/blasterpower.png cockpit/blasterpower.png&lt;br /&gt;
.25 .09&lt;br /&gt;
0 -.5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Structure===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
imagename alphaname&lt;br /&gt;
scaleX scaleY&lt;br /&gt;
positionX positionY&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Description===&lt;br /&gt;
* &amp;lt;code&amp;gt;imagename&amp;lt;/code&amp;gt; - path to the image to be used (e.g &amp;lt;code&amp;gt;./cockpit/blasterpower.png&amp;lt;/code&amp;gt; ... this will search in &amp;lt;code&amp;gt;./textures/cockpit/&amp;lt;/code&amp;gt; for the file &amp;lt;code&amp;gt;blasterpower.png&amp;lt;/code&amp;gt;) &lt;br /&gt;
* &amp;lt;code&amp;gt;alphaname&amp;lt;/code&amp;gt; - This is the alpha map for the image. It must either be a greyscale &amp;lt;code&amp;gt;.bmp&amp;lt;/code&amp;gt;, or a &amp;lt;code&amp;gt;.png&amp;lt;/code&amp;gt; (where the png's alpha map is used), even if you are using the alpha-map from the first png, it must also be listed here as the source of the alphamap! &lt;br /&gt;
* &amp;lt;code&amp;gt;scaleX&amp;lt;/code&amp;gt; - Scales the image on the X-Axis (1 = Fullsize, 0.5 = Halfsize, 2 = Doublesize etc) &lt;br /&gt;
* &amp;lt;code&amp;gt;scaleY&amp;lt;/code&amp;gt; - Scales the image on the Y-Axis (see scaleX) &lt;br /&gt;
* &amp;lt;code&amp;gt;positionX&amp;lt;/code&amp;gt; - Start drawing the image on a relative position specified by positionX &lt;br /&gt;
* &amp;lt;code&amp;gt;positionY&amp;lt;/code&amp;gt; - Start drawing the image on a relative position specified by positionY &lt;br /&gt;
&lt;br /&gt;
The last four options require some explanation on how Vega Strike 4.01 draws its sprites. First of all, you have to know that the resolution of the image is absolutely irrelevant, as Vega Strike works with relative coordinates and scaling, with (0,0) being the center of the screen. Imagine a picture of exactly one red pixel (1x1) in size, with &amp;lt;code&amp;gt;scaleX=scaleY=1&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;positionX=positionY=0&amp;lt;/code&amp;gt;. The result is a red square, whose center is on the center of the screen. It fills the left, the right, the upper and the lower half of the screen. &amp;lt;code&amp;gt;scaleX=scaleY=2&amp;lt;/code&amp;gt; would make it exactly fullscreen. The same applies to &amp;lt;code&amp;gt;positionX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;positionY&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;PositonY=-1&amp;lt;/code&amp;gt; would start drawing it on the lower half from the center of the screen, whereas &amp;lt;code&amp;gt;PositionY=2&amp;lt;/code&amp;gt; would completely draw it offscreen.&lt;br /&gt;
&lt;br /&gt;
One note regarding negative values in &amp;lt;code&amp;gt;scaleX&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;scaleY&amp;lt;/code&amp;gt; : Vega Strike flips the sprite on that axis, but in the case of gauges like Blasterpower will also start decreasing it flipped (not from the right, but from the left).&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* Related forum topics/threads&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4143 &amp;lt;nowiki&amp;gt;[Question/Request] Animated sprites and gauges&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4150 HUD Stuff]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=4137 Press Q To Quit]&lt;br /&gt;
** [http://forums.vega-strike.org/viewtopic.php?t=10406 Disabled cockpit HUD shields and armor]&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit Unit Files|Editing Unit Files]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Create Cockpit in Wings3d|Create a Cockpit in Wings3d]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Edit HUDs]]&lt;/div&gt;</summary>
		<author><name>Tbeholder</name></author>	</entry>

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