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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18333</id>
		<title>Manual:Config:Advanced:Variables</title>
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				<updated>2011-06-22T17:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&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. {{Fixme}} Needs 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;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;'''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.&lt;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, but separate from &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&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;'''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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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. Currently stopped to work.&lt;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;
&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;
{{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.&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;
* &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;'''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;'''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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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)&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)&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;'''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;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed is &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;jump.energy=100&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; per second.&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;'''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;'''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;'''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 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;
&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;
= 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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18332</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=18332"/>
				<updated>2011-06-22T17:13:32Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;name&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; - if it won't hunt the unit, don't launch it in the first place. In this case &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22AI.22_section|AI]]/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher.&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
# 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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18331</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=18331"/>
				<updated>2011-06-22T05:48:58Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;
&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;
&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;
* &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;
&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] - {{fixme}} Offset of the muzzle from the mount's coordinates? Offset of the texture?&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;
* &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;
* &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;
&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;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&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;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;
&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;
&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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;name&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; - if it won't hunt the unit, don't launch it in the first place. In this case &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22AI.22_section|AI]]/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher.&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
# 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.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18330</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=18330"/>
				<updated>2011-06-22T03:45:04Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&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. {{Fixme}} Needs 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;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_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.&lt;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, but separate from &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&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;'''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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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. Currently stopped to work.&lt;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;
&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;
{{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.&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;
* &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;'''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;'''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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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)&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)&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;'''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;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed is &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;jump.energy=100&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; per second.&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;'''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;'''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;'''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 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;
&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;
= 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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18329</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=18329"/>
				<updated>2011-06-22T02:54:35Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&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. {{Fixme}} Needs 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;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_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.&lt;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, but separate from &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&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;'''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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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. Currently stopped to work.&lt;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;
&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;
{{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.&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;
* &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;'''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;'''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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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)&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)&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;'''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;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed is &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;jump.energy=100&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; per second.&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;'''NoFuelThrust'''&amp;lt;/code&amp;gt; [float] - Multiplier for set velocity clamp used 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;'''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.&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;
&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;
= 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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Edit_units.csv&amp;diff=18328</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=18328"/>
				<updated>2011-06-21T19:46:43Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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?rev=HEAD&amp;amp;content-type=text/vnd.viewcvs-markup 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;
* FoFID	''(string)''&lt;br /&gt;
* Object_Type	''(string)''&lt;br /&gt;
* Combat_Role	''(string)'' - combat role that the ship has (see [http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/vegastrike/data4.x/ai/VegaPriorities.csv?rev=HEAD&amp;amp;content-type=text/plain ai/VegaPriorities.csv] )&lt;br /&gt;
* Textual_Description	''(string)''&lt;br /&gt;
* Hud_image	''(string)''&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://vegastrike.sourceforge.net/forums/viewtopic.php?p=9688#9688 forums] for more.&lt;br /&gt;
** texturetime - ('''optional''') Defines the starting delay of a mesh animation. See [http://vegastrike.sourceforge.net/forums/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;
* Convex_Hull_Volume	''(meters * meters * meters)''&lt;br /&gt;
* Fuel_Capacity	''(metric tons)''&lt;br /&gt;
* Hull	''(VSD)'' - Specifies the ships Hull&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)&lt;br /&gt;
* Shield_Back_Top_Left	''(VSD)'' - Specifies the ships Shield (electric armor)&lt;br /&gt;
* Shield_Front_Bottom_Right	''(VSD)'' - Specifies the ships Shield (electric armor)&lt;br /&gt;
* Shield_Front_Bottom_Left	''(VSD)'' - Specifies the ships Shield (electric armor)&lt;br /&gt;
* Shield_Back_Top_Right	''(VSD)'' - Specifies the ships Shield (electric armor)&lt;br /&gt;
* Shield_Front_Top_Left	''(VSD)'' - Specifies the ships Shield (electric armor)&lt;br /&gt;
* Shield_Back_Bottom_Right	''(VSD)'' - Specifies the ships Shield (electric armor)&lt;br /&gt;
* Shield_Back_Bottom_Left	''(VSD)'' - Specifies the ships Shield (electric armor)&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)''&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)'' &lt;br /&gt;
* Warp_Usage_Cost	''(800MJ/second)'' - energy to jump&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 maneuver data&lt;br /&gt;
* Maneuver_Pitch	''(metric tons*degrees/second^2)'' -  Specifies the ships maneuver data&lt;br /&gt;
* Maneuver_Roll	''(metric tons*degrees/second^2)'' -  Specifies the ships maneuver data&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)'' - cosine of cone at which guns may track&lt;br /&gt;
* Max_Cone	''(Degrees)''&lt;br /&gt;
* Lock_Cone	''(Degrees)'' - cosine of cone at 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)''&lt;br /&gt;
* ECM_Rating	''(int)''&lt;br /&gt;
* ECM_Resist	''(int)''&lt;br /&gt;
* Ecm_Drain	''(800MJ/s)''&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)''&lt;br /&gt;
* Activation_Speed	''(m/s)''&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 Subunt 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''') minimum dot with forey that the turret can have so it can't turn inside itself&lt;br /&gt;
** Example: &amp;lt;code&amp;gt; &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 - &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 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/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;
** ammo - how much ammo the gun holds (only needed for ammo needing weapons e.g. missiles,torpedos,...&lt;br /&gt;
** volume -&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 - &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;
* Net_Comm	''(?)''&lt;br /&gt;
* Dock	&amp;lt;code&amp;gt;({INTERNAL(boolean);x(meters);y(meters);z(meters);size(meters);minsize(meters)})&amp;lt;/code&amp;gt;&lt;br /&gt;
** INTERNAL -  '''(optional/unused)''' whether the dock port makes the ship disappeared. The ship must be smaller than the size of the dock, otherwise it will remain in open space.&lt;br /&gt;
** x, y, z -  location of dock (in meters)&lt;br /&gt;
** size - size of dock port (radius, in meters)&lt;br /&gt;
** minsize - &lt;br /&gt;
** Example: &amp;lt;code&amp;gt; &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}} eg &amp;lt;code&amp;gt;Natural_Products/Natural_Resources&amp;quot;&amp;lt;/code&amp;gt;&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 - &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 -  ''???'' &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;
* Equipment_Space	''(m^3)''&lt;br /&gt;
* Num_Animation_Stages	''(int)''&lt;br /&gt;
* Upgrade_Storage_Volume	''(float)''&lt;br /&gt;
* Heat_Sink_Rating	''(float)''&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://vegastrike.sourceforge.net/forums/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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18327</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=18327"/>
				<updated>2011-06-21T18:53:30Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;
&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;
&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;
* &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;
&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] - {{fixme}} Offset of the muzzle from the mount's coordinates? Offset of the texture?&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;
* &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;
* &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;
&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;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&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;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;
&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;
&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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;name&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; - if it won't hunt the unit, don't launch it in the first place. In this case &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22AI.22_section|AI]]/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher.&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
# 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 - 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.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18326</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=18326"/>
				<updated>2011-06-21T13:35:19Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&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. {{Fixme}} Needs 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;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_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.&lt;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, but separate from &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&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;'''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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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. Currently stopped to work.&lt;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;
&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;
{{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.&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;
* &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;'''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;'''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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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)&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)&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;'''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;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed is &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;jump.energy=100&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; per second.&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;
&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;
= 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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18325</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=18325"/>
				<updated>2011-06-20T15:02:58Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;
&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;
&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;
* &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] - Full space-separated list of AI roles (Combat_Role in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) 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 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;
&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] - {{fixme}} Offset of the muzzle from the mount's coordinates? Offset of the texture?&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;
* &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;
* &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;
&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;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&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;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;
&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;
&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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;name&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; - if it won't hunt the unit, don't launch it in the first place. In this case &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables#.22AI.22_section|AI]]/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher.&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18324</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=18324"/>
				<updated>2011-06-20T15:01:34Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;
&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;
&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;
* &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] - Full space-separated list of AI roles (Combat_Role in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) 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 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;
&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] - {{fixme}} Offset of the muzzle from the mount's coordinates? Offset of the texture?&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;
* &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;
* &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;
&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;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&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;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;
&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;
&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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;name&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; - if it won't hunt the unit, don't launch it in the first place. In this case &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables|AI/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher.&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18323</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=18323"/>
				<updated>2011-06-20T14:36:31Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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 {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''&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;property1&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;
&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 [string]&amp;lt;/code&amp;gt;&amp;quot; '''role'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... [string]&amp;lt;/code&amp;gt;&amp;quot; antirole=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... [string]&amp;lt;/code&amp;gt;&amp;quot;&amp;gt;&lt;br /&gt;
&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;Ball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bolt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Missile&amp;lt;/code&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] - Full space-separated list of AI roles (Combat_Role in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) 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 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;
&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] - {{fixme}} Offset of the muzzle from the mount's coordinates? Offset of the texture?&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;
* &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 physics/&amp;lt;code&amp;gt;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;
* &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''' 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;
&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;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&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;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;
&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;
&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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;name&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; - if it won't hunt the unit, don't launch it in the first place. In this case &amp;lt;code&amp;gt;[[Manual:Config:Advanced:Variables|AI/Firing/MissileProbability&amp;lt;/code&amp;gt; may be set higher.&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18322</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=18322"/>
				<updated>2011-06-20T13:52:50Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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 {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''&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;property1&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;
&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 [string]&amp;lt;/code&amp;gt;&amp;quot; '''role'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... [string]&amp;lt;/code&amp;gt;&amp;quot; antirole=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... [string]&amp;lt;/code&amp;gt;&amp;quot;&amp;gt;&lt;br /&gt;
&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;Ball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bolt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Missile&amp;lt;/code&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] - Full space-separated list of AI roles (Combat_Role in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) 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 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;
&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] - {{fixme}} Offset of the muzzle from the mount's coordinates? Offset of the texture?&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;
* &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 physics/&amp;lt;code&amp;gt;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. Should work with any weapon but is used only with 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;
* &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''' 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;
===Beam===&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;&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;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&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;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;&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;
&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;
&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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;
&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-massive&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18321</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=18321"/>
				<updated>2011-06-20T13:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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 {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''&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;property1&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;
&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 [string]&amp;lt;/code&amp;gt;&amp;quot; '''role'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... [string]&amp;lt;/code&amp;gt;&amp;quot; antirole=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... [string]&amp;lt;/code&amp;gt;&amp;quot;&amp;gt;&lt;br /&gt;
&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;Ball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bolt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Missile&amp;lt;/code&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] - Full space-separated list of AI roles (Combat_Role in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) 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 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;
&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] - {{fixme}} Offset of the muzzle from the mount's coordinates? Offset of the texture?&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;
* &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;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. Should work with any weapon but is used only with 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;
* &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''' 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;
===Beam===&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;&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;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&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;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;&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;
&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;
&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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;
&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-massive&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=18320</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=18320"/>
				<updated>2011-06-20T13:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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 {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''&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;property1&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;
&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 [string]&amp;lt;/code&amp;gt;&amp;quot; '''role'''=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... [string]&amp;lt;/code&amp;gt;&amp;quot; antirole=&amp;quot;&amp;lt;code&amp;gt;AI_Role_1 AI_Role_2 ... [string]&amp;lt;/code&amp;gt;&amp;quot;&amp;gt;&lt;br /&gt;
&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;Ball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Bolt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Missile&amp;lt;/code&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] - Full space-separated list of AI roles (Combat_Role in &amp;lt;code&amp;gt;units.csv&amp;lt;/code&amp;gt;) 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 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;
&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] - {{fixme}} Offset of the muzzle from the mount's coordinates? Offset of the texture?&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;
* &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;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds. Should work with any weapon but is used only with 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;
* &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''' 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;
===Beam===&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;&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;
&amp;lt;code&amp;gt;&amp;lt;'''Bolt''' ... &amp;gt;&amp;lt;/code&amp;gt;&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;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;&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;
&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;
&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; it looks like at zero distance the damage is twice this much, but don't count on this.&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}} Seems to be explosion profile: how damage falls off with distance.&lt;br /&gt;
** &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the explosion radius, in meters.&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 missiles have self-destruct is set to Range/Speed instead.&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;
&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-massive&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18319</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=18319"/>
				<updated>2011-06-18T22:19:50Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts. {{Fixme}} Does not work or needs extra setup.&lt;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_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.&lt;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, but separate from &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&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;'''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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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. Currently stopped to work.&lt;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;
&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;
{{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.&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;
* &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;'''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;'''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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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)&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)&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;'''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;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed is &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;jump.energy=100&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; per second.&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;
&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;
= 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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18318</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=18318"/>
				<updated>2011-06-17T12:19:15Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts. {{Fixme}} Does not work or needs extra setup.&lt;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_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.&lt;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, but separate from &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&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;'''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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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. Currently stopped to work.&lt;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;
&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;
{{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.&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;
* &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;'''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;'''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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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)&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)&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;'''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;'''warpbleed'''&amp;lt;/code&amp;gt; [float] - Divisor for SPEC and insystem jump costs. Power consumed is &amp;lt;code&amp;gt;'''insystem_jump_cost'''&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;jump.energy=100&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;'''warpbleed'''&amp;lt;/code&amp;gt; per second.&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;
&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;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
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[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18317</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=18317"/>
				<updated>2011-06-17T07:04:56Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;
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| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
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----&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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts. {{Fixme}} Does not work or needs extra setup.&lt;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_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.&lt;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, but separate from &amp;lt;code&amp;gt;physics/'''tractor.scoop_angle'''&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;'''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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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. Currently stopped to work.&lt;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;
&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;
{{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.&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;
* &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;'''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;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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. 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)&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)&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;
&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;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
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| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18316</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=18316"/>
				<updated>2011-06-13T19:01:13Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;
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----&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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts. {{Fixme}} Does not work or needs extra setup.&lt;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_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] - Whether tractor beams can scoop. {{Fixme}} Currently is not the same as in &amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt; - it affects drawing. {{Fixme}} Currently scoops anyway, but otherwise tractor/repulsor beams are processed like usual beams.&lt;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;'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop-able cone.&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;
==== 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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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. Currently stopped to work.&lt;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;
&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;
{{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.&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;
* &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;'''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;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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. {{Fixme}} Currently scoops anyway, but otherwise tractor/repulsor beams are processed like usual beams.&lt;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;'''tractor.scoop_angle'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop-able cone.&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;
==== miscellaneous ====&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;
* &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. 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)&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)&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;
&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;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18315</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=18315"/>
				<updated>2011-06-13T13:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts. {{Fixme}} Does not work or needs extra setup.&lt;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_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] - Whether tractor beams can scoop. {{Fixme}} Currently is not the same as in &amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt; - it affects drawing. {{Fixme}} Currently scoops anyway, but otherwise tractor/repulsor beams are processed like usual beams.&lt;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;'''tractor.scoop_fov'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop-able cone.&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;
==== 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 view - same as Pan Inside (&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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;'''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;
&lt;br /&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;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;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;
&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;.&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;'''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;
* &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;
&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;
{{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.&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;
* &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;'''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;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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. {{Fixme}} Currently scoops anyway, but otherwise tractor/repulsor beams are processed like usual beams.&lt;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;'''tractor.scoop_angle'''&amp;lt;/code&amp;gt; [float] - (radian) Width of the scoop-able cone.&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;
==== miscellaneous ====&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;
* &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. 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)&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)&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;
&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;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18314</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=18314"/>
				<updated>2011-06-12T19:26:29Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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_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;
&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 view - same as Pan Inside (&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;
==== 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;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;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;
&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;
==== 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;.&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;'''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;
* &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;
&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;
==== 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;
==== 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;
{{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.&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;
==== 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;
* &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;'''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;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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. 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)&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)&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;
&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;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18313</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=18313"/>
				<updated>2011-06-12T16:35:12Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;&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;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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 changed 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;'''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;
* &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;'''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;'''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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [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;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [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;'''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;'''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;'''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;
&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;.&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;'''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;
* &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;
&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;
==== 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;
==== 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;
{{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.&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;
==== 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_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;'''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;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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. 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)&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)&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;
&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;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18311</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=18311"/>
				<updated>2011-06-11T17:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;&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;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;'''radarType'''&amp;lt;/code&amp;gt; [string] {{Fixme}} - It was changed 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;'''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;
* &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;'''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;'''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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [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;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [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;'''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;'''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;'''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;
&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;.&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;'''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;
* &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;
&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;
==== 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;
==== 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; part is on the inner side of converging crosshairs.&lt;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;
{{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.&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;
==== 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_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;'''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;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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. 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)&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)&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;
&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;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18310</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=18310"/>
				<updated>2011-06-11T05:27:18Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;&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;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarRange'''&amp;lt;/code&amp;gt;  [float] - Default radar.&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt; [string] {{Fixme}} - It was changed 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;'''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;
* &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;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. 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. 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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [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;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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.&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;
==== 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_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;'''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;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
==== 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] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;'''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;
* &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;'''unit_collision_docks'''&amp;lt;/code&amp;gt; [boolean] -  Collision between player's ship and a base docks 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;'''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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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. 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)&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)&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;
&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;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18309</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=18309"/>
				<updated>2011-06-11T03:42:22Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;&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;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, compensating for its own Length.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarRange'''&amp;lt;/code&amp;gt;  [float] - Default radar.&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;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt; [string] {{Fixme}} - It was changed 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;'''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;
* &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;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. 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. 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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [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;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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.&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;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;
==== 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_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;'''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;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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 are give 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;
===&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;
&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;100&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;.&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;
&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] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;'''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;
* &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;'''unit_collision_docks'''&amp;lt;/code&amp;gt; [boolean] -  Collision between player's ship and a base docks 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;'''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;
==== cargo and ejected 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;
&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;
==== 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;'''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;
&lt;br /&gt;
==== miscellaneous ====&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;
* &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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18308</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=18308"/>
				<updated>2011-06-10T20:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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;&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/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&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;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. 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. 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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [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;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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.&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;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;
==== 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_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;
&lt;br /&gt;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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;
&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;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&lt;br /&gt;
==== collisions ====&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&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.&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;
&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;'''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;'''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;
* &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;
&lt;br /&gt;
==== weapons ====&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;
&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;
==== miscellaneous ====&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;'''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;
* &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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18307</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=18307"/>
				<updated>2011-06-10T16:38:45Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&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;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. 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. 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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [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;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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.&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;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;
==== 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_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;
==== 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;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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;'''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;
&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;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (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;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18306</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=18306"/>
				<updated>2011-06-09T19:50:14Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: units.csv order&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] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&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;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. 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. 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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [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;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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.&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;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;
==== 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_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;
==== 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;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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;'''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;
&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.&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;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (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;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18305</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=18305"/>
				<updated>2011-06-09T19:33:34Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;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;'''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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&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;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; [boolean] - Supposed to draw a line between your ship and the selected target. 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. 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;'''drawLineToITTS'''&amp;lt;/code&amp;gt; [boolean] - Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt; [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;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; [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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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.&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;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;
==== 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;'''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;
* &amp;lt;code&amp;gt;'''explode'''&amp;lt;/code&amp;gt; [string/file] &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;&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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;keyboard&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
&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;
==== 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;
==== maneuvers ====&lt;br /&gt;
What XAI scripts really do depends on this.&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;
==== 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;'''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;
&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.&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;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (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;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18304</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=18304"/>
				<updated>2011-06-03T06:38:59Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
Each variable is set between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags and inside its proper section tags, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;data&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;var name=&amp;quot;usingtemplates&amp;quot; value=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&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;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; Supposed to draw a line between your ship and the selected target. Currently starts at the selected target's center and extends toward some fixed point. Allows drawLineToTargetsTarget.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt; - Supposed to draw a line between your target and its target. Currently does the same as drawLineToTarget.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt; Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''text_background_alpha'''&amp;lt;/code&amp;gt; - 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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;keyboard&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (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;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &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;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18276</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=18276"/>
				<updated>2011-04-15T14:35:25Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
make install # [AS ROOT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=18275</id>
		<title>Manual:Config:Advanced:Bindings:Keyboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=18275"/>
				<updated>2011-04-14T20:33:28Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: commands unused in default - 4 most useful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Keyboard}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
== Keyboard Configuration ==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different keyboard layouts, showing how each key (differentiating between lower and upper case) has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Keyboard Configuration matches your keyboard, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
=== KEYBOARD: bind ===&lt;br /&gt;
&lt;br /&gt;
==== Sample ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; - Specify the key here ({{Fixme}} ''this is now a bit of a hassle for non-english keyboards'')&lt;br /&gt;
** lowercase letters/characters = without {{Key:EN:Shift left}}&lt;br /&gt;
** uppercase letters/characters = with {{Key:EN:Shift left}}&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - Use a modifier key (case-sensitive)&lt;br /&gt;
** &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; - Don't use a modifier ({{Fixme}} same as without this tag?).&lt;br /&gt;
** &amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt; - Require the {{Key:EN:Alt}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;ctrl&amp;lt;/code&amp;gt; - Require the {{Key:EN:Ctrl}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;shift&amp;lt;/code&amp;gt; - Require the {{Key:EN:Shift left}} key. Usually you cannot write symbols like uppercase space or keypad symbols in config.&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here.&lt;br /&gt;
** See [[Manual:Keyboard layout|Keyboard Layout]] for descriptions and a list of commands.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Examples ==&lt;br /&gt;
'''Please insert working keyboard configs here.'''&lt;br /&gt;
&lt;br /&gt;
=== Old Style Mac keyboard ===&lt;br /&gt;
The little one without a 'del' key among others.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;F&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommFormUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;B&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommBreakForm&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommHelpMeOut&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;D&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommAttackTarget&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm1Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm2Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm3Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm4Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm5Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm6Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm7Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm8Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm9Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;space&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;y&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;j&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;J&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JoyStickToggleKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;A&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;a&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;c&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;E&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;e&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ECMKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;Z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectCargoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;return&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-enter&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;g&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;;&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Respawn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;[&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;]&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;d&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!--&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnDockKey&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RequestClearenceKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;m&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;t&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;n&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;b&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SubUnitTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;l&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;p&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;h&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;T&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;P&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;o&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretAIKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseNearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;N&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseSigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;U&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseUnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;`&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;-&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;+&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-minus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-plus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;=&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;/&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;*&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-divide&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-multiply&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES backspace misinterpreted on keypad&lt;br /&gt;
  &amp;lt;bind key=&amp;quot;backspace&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;'&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;\&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StartKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;tab&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;!&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SuicideKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-up&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-down&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-left&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-right&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-insert&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;!-- GILES cursor-delete is backspace&lt;br /&gt;
   &amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;M&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::MapKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;.&amp;quot; command=&amp;quot;VolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;,&amp;quot; command=&amp;quot;VolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;greater-than&amp;quot; command=&amp;quot;MusicVolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;less-than&amp;quot; command=&amp;quot;MusicVolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;|&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;pause&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeReset&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;w&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;v&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;q&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;s&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;f&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pagedown&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pageup&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-home&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES   &amp;lt;bind key=&amp;quot;cursor-end&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
  # reassigning cursor-delete here --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;esc&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Quit&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keypad Thrusters ===&lt;br /&gt;
Helps a lot on ships with decent lateral acceleration - mostly fighters; Rlaan ones have it as the main advantage.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot;/&amp;gt; &amp;lt;!-- Remove if you press it accidentally much --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustFront&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Flight::Mode::InertialToggle&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keypad View Switch ===&lt;br /&gt;
(more geometrically obvious binding for those who have no proper HAT switch)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ViewTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Missile Targetting ===&lt;br /&gt;
If we have thrust somewhere else, we may as well use these buttons for very useful commands absent in the default setup. Even without any turrets, missiles can be shot with autotracking beams. Currently &amp;quot;[Reverse]MissileTargetKey&amp;quot; also cycles through salvage, so it's also scavenger-friendly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;.&amp;quot; command=&amp;quot;IncomingMissileTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;greater-than&amp;quot; command=&amp;quot;ReverseIncomingMissileTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;,&amp;quot; command=&amp;quot;MissileTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;less-than&amp;quot; command=&amp;quot;ReverseMissileTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
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| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Keyboard]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=18274</id>
		<title>Manual:Config:Advanced:Bindings:Keyboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=18274"/>
				<updated>2011-04-14T20:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: ...especially with that bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Keyboard}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
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| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
== Keyboard Configuration ==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different keyboard layouts, showing how each key (differentiating between lower and upper case) has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Keyboard Configuration matches your keyboard, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
=== KEYBOARD: bind ===&lt;br /&gt;
&lt;br /&gt;
==== Sample ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; - Specify the key here ({{Fixme}} ''this is now a bit of a hassle for non-english keyboards'')&lt;br /&gt;
** lowercase letters/characters = without {{Key:EN:Shift left}}&lt;br /&gt;
** uppercase letters/characters = with {{Key:EN:Shift left}}&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - Use a modifier key (case-sensitive)&lt;br /&gt;
** &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; - Don't use a modifier ({{Fixme}} same as without this tag?).&lt;br /&gt;
** &amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt; - Require the {{Key:EN:Alt}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;ctrl&amp;lt;/code&amp;gt; - Require the {{Key:EN:Ctrl}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;shift&amp;lt;/code&amp;gt; - Require the {{Key:EN:Shift left}} key. Usually you cannot write symbols like uppercase space or keypad symbols in config.&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here.&lt;br /&gt;
** See [[Manual:Keyboard layout|Keyboard Layout]] for descriptions and a list of commands.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Examples ==&lt;br /&gt;
'''Please insert working keyboard configs here.'''&lt;br /&gt;
&lt;br /&gt;
=== Old Style Mac keyboard ===&lt;br /&gt;
(the little one without a 'del' key among others) &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;F&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommFormUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;B&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommBreakForm&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommHelpMeOut&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;D&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommAttackTarget&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm1Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm2Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm3Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm4Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm5Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm6Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm7Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm8Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm9Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;space&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;y&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;j&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;J&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JoyStickToggleKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;A&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;a&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;c&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;E&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;e&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ECMKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;Z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectCargoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;return&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-enter&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;g&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;;&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Respawn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;[&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;]&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;d&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!--&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnDockKey&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RequestClearenceKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;m&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;t&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;n&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;b&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SubUnitTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;l&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;p&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;h&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;T&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;P&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;o&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretAIKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseNearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;N&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseSigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;U&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseUnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;`&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;-&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;+&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-minus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-plus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;=&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;/&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;*&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-divide&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-multiply&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES backspace misinterpreted on keypad&lt;br /&gt;
  &amp;lt;bind key=&amp;quot;backspace&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;'&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;\&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StartKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;tab&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;!&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SuicideKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-up&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-down&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-left&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-right&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-insert&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;!-- GILES cursor-delete is backspace&lt;br /&gt;
   &amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;M&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::MapKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;.&amp;quot; command=&amp;quot;VolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;,&amp;quot; command=&amp;quot;VolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;greater-than&amp;quot; command=&amp;quot;MusicVolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;less-than&amp;quot; command=&amp;quot;MusicVolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;|&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;pause&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeReset&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;w&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;v&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;q&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;s&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;f&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pagedown&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pageup&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-home&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES   &amp;lt;bind key=&amp;quot;cursor-end&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
  # reassigning cursor-delete here --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;esc&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Quit&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keypad Thrusters ===&lt;br /&gt;
(helps a lot on ships with decent orthogonal acceleration - mostly fighters)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot;/&amp;gt; &amp;lt;!-- Remove if you press it accidentally much --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustFront&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Flight::Mode::InertialToggle&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keypad View Switch ===&lt;br /&gt;
(more geometrically obvious binding for those who have no proper HAT switch)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ViewTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Keyboard]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=18108</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=18108"/>
				<updated>2011-03-27T12:44:22Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: just checked, in current SVN drawLineToTarget sort-of-works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
Each variable is set between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags and inside its proper section tags, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;data&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;var name=&amp;quot;usingtemplates&amp;quot; value=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - 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;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &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;true&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;false&amp;lt;/code&amp;gt; - uses stroke font&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;'''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;
* &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;
&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;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt; Supposed to draw a line between your ship and the selected target. Currently starts at the selected target's center and extends toward some fixed point. Allows drawLineToTargetsTarget.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt; - Supposed to draw a line between your target and its target. Currently does the same as drawLineToTarget.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt; Draw [[Terminology:ITTS|ITTS]] line. Currently stopped to work.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''text_background_alpha'''&amp;lt;/code&amp;gt; - 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;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;keyboard&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo (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;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:3D_Applications&amp;diff=18107</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=18107"/>
				<updated>2011-03-27T07:18:37Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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.&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;
* Homepage http://k3d.sourceforge.net/new/index.php&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;
&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; Easy to learn. Its main strength is procedural modeling, so it's most useful to make primary models and turn them into tri- or quad- meshes, least for editing meshes. If you do, backup 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://sourceforge.net/projects/aoi/&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;
&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/&lt;br /&gt;
* License: GNU-GPL&lt;br /&gt;
* Operating system: Windows, Mac OS X and Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ready 3D models=&lt;br /&gt;
&lt;br /&gt;
==Akebulan.com==&lt;br /&gt;
''Free Low Poly Models (512k or less)''&lt;br /&gt;
* Link: http://www.akebulan.com/Free_Models.html&lt;br /&gt;
&lt;br /&gt;
==Models Bank==&lt;br /&gt;
''&amp;quot;Free 3D models&amp;quot;''&lt;br /&gt;
* Link: http://modelsbank.3dm3.com/&lt;br /&gt;
&lt;br /&gt;
==Free 3D Models &amp;amp; Petr Sinta Portfolio==&lt;br /&gt;
''&amp;quot;offering FREE CG resources...&amp;quot;''&lt;br /&gt;
* Link: http://www.stx3dx.com/&lt;br /&gt;
&lt;br /&gt;
==Turbo Squid==&lt;br /&gt;
''&amp;quot;3D Models, Plugins, Textures, and more at Turbo Squid&amp;quot;, including free''&lt;br /&gt;
* Link: http://www.turbosquid.com/&lt;br /&gt;
&lt;br /&gt;
==NOCTUA Graphics==&lt;br /&gt;
''Resources (models, textures, materials (C4D, SLA), tutorials), including free''&lt;br /&gt;
* Link: http://www.noctua-graphics.de/&lt;br /&gt;
&lt;br /&gt;
==CGTextures==&lt;br /&gt;
''&amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'').''&lt;br /&gt;
* Link: http://cgtextures.com/&lt;br /&gt;
&lt;br /&gt;
==Blendswap.com==&lt;br /&gt;
Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* Link: http://www.blendswap.com/&lt;br /&gt;
&lt;br /&gt;
==Amazing 3D Graphics==&lt;br /&gt;
* Link: http://www.amazing3d.com/free/free.shtml&lt;br /&gt;
&lt;br /&gt;
==The 3D Archive==&lt;br /&gt;
* Link: http://www.the3darchive.com/&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [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;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:3D_Applications&amp;diff=18106</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=18106"/>
				<updated>2011-03-27T06:15:32Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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.&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;
* Homepage http://k3d.sourceforge.net/new/index.php&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;
&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; Easy to learn. Its main strength is procedural modeling, so it's most useful to make primary models and turn them into tri- or quad- meshes, least for editing meshes. If you do, backup 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://sourceforge.net/projects/aoi/&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;
&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;
=Ready 3D models=&lt;br /&gt;
&lt;br /&gt;
==Akebulan.com==&lt;br /&gt;
''Free Low Poly Models (512k or less)''&lt;br /&gt;
* Link: http://www.akebulan.com/Free_Models.html&lt;br /&gt;
&lt;br /&gt;
==Models Bank==&lt;br /&gt;
''&amp;quot;Free 3D models&amp;quot;''&lt;br /&gt;
* Link: http://modelsbank.3dm3.com/&lt;br /&gt;
&lt;br /&gt;
==Free 3D Models &amp;amp; Petr Sinta Portfolio==&lt;br /&gt;
''&amp;quot;offering FREE CG resources...&amp;quot;''&lt;br /&gt;
* Link: http://www.stx3dx.com/&lt;br /&gt;
&lt;br /&gt;
==Turbo Squid==&lt;br /&gt;
''&amp;quot;3D Models, Plugins, Textures, and more at Turbo Squid&amp;quot;, including free''&lt;br /&gt;
* Link: http://www.turbosquid.com/&lt;br /&gt;
&lt;br /&gt;
==NOCTUA Graphics==&lt;br /&gt;
''Resources (models, textures, materials (C4D, SLA), tutorials), including free''&lt;br /&gt;
* Link: http://www.noctua-graphics.de/&lt;br /&gt;
&lt;br /&gt;
==CGTextures==&lt;br /&gt;
''&amp;quot;strives to be the worlds best texture site&amp;quot;. Free, but download is limited (see ''About'').''&lt;br /&gt;
* Link: http://cgtextures.com/&lt;br /&gt;
&lt;br /&gt;
==Blendswap.com==&lt;br /&gt;
Blender-specific, obviously. A lot of models, many CC-zero licensed.&lt;br /&gt;
* Link: http://www.blendswap.com/&lt;br /&gt;
&lt;br /&gt;
==Amazing 3D Graphics==&lt;br /&gt;
* Link: http://www.amazing3d.com/free/free.shtml&lt;br /&gt;
&lt;br /&gt;
==The 3D Archive==&lt;br /&gt;
* Link: http://www.the3darchive.com/&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [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;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17681</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=17681"/>
				<updated>2010-08-17T08:05:55Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: Appears to be broken. With a hammer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Configuration variables =&lt;br /&gt;
{{Fixme}} ''&amp;lt;Variables&amp;gt; + &amp;lt;colors&amp;gt;''&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17680</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=17680"/>
				<updated>2010-08-17T03:59:45Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Configuration variables =&lt;br /&gt;
{{Fixme}} ''&amp;lt;Variables&amp;gt; + &amp;lt;colors&amp;gt;''&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mountlocation'''&amp;lt;/code&amp;gt; [string] - Where mount models are stored (inside &amp;lt;code&amp;gt;data/meshes&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;weapons&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;mounts&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(currently)&amp;lt;/small&amp;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;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17679</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=17679"/>
				<updated>2010-08-17T03:25:28Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Configuration variables =&lt;br /&gt;
{{Fixme}} ''&amp;lt;Variables&amp;gt; + &amp;lt;colors&amp;gt;''&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17678</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=17678"/>
				<updated>2010-08-17T03:18:54Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Configuration variables =&lt;br /&gt;
{{Fixme}} ''&amp;lt;Variables&amp;gt; + &amp;lt;colors&amp;gt;''&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched in direct proportion to their speed and this variable and in inverse proportion to their true length.&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;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Python:AI_Scripts&amp;diff=17676</id>
		<title>Development:Python:AI Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Python:AI_Scripts&amp;diff=17676"/>
				<updated>2010-08-15T12:09:31Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: ah, yes, one more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Python AI Scripts=&lt;br /&gt;
Let me talk about AI scripts briefly.&lt;br /&gt;
&lt;br /&gt;
In the &amp;lt;code&amp;gt;modules&amp;lt;/code&amp;gt; directory, you'll notice a nice AI script named '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/modules/ai/ai_sitting_duck.py?view=markup ai_sitting_duck.py]'''. It is very similar to a mission with a few notable differences:&lt;br /&gt;
* First of all, the AI class you make must inherit from the class &amp;lt;code&amp;gt;VS.PythonAI&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Secondly, instead of having an &amp;lt;code&amp;gt;__init__&amp;lt;/code&amp;gt; function it must have an &amp;lt;code&amp;gt;init()&amp;lt;/code&amp;gt; function. The reasons for this have something to do with how inheritance works from C++, but this init function takes in self of course and the unit to which the AI script belongs. &amp;lt;code&amp;gt;__init__&amp;lt;/code&amp;gt; may start off some AI scripts from the get go, or you may wait until you execute each frame. In this case ''ai_sitting_duck.py'' loads the XML script &amp;lt;code&amp;gt;++turntowards.xml&amp;lt;/code&amp;gt; (which is the hard coded C++ equivalent to '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/ai/script/turntowards.xml?view=markup ai/scripts/turntowards.xml]'''). After loading that AI script it replaces its parents order with the last AI script, in this case the XML script. In the Execute function this AI script calls Execute on the higher level (which takes care of responding to communications) and then prints h to the console for no apparent reason. &lt;br /&gt;
* Lastly and most importantly, the AI script makes a new class for itself. So when the C++ code executes &amp;lt;code&amp;gt;ai_sitting_duck.py&amp;lt;/code&amp;gt; it will call the C++ constructor which will take care of binding it. So when you make a new unit like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
VS.launch (fgname,type,faction,&amp;quot;unit&amp;quot;,&amp;quot;ai_sitting_duck.py&amp;quot;,nr_ships,nr_waves,vec,logo)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
it will have this python AI attached to it. However, if you are too lazy to write AI's you can use the most excellent default AI:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
VS.launch (fgname,type,faction,&amp;quot;unit&amp;quot;,&amp;quot;default&amp;quot;,nr_ships,nr_waves,vec,logo)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Missions:Python:AI scripts]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Development|Edit Missions:Python:AI scripts]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=MODs&amp;diff=17675</id>
		<title>MODs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=MODs&amp;diff=17675"/>
				<updated>2010-08-15T09:32:12Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wiki_Nav_Index}}&lt;br /&gt;
==General==&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/index.php?c=7 Overview over all MOD forums]&lt;br /&gt;
==Vega Strike==&lt;br /&gt;
See the [[Development]] section of the wiki for '''changing the Vega Strike dataset''' itself.&lt;br /&gt;
&lt;br /&gt;
==MODs based in the Vega Strike universe==&lt;br /&gt;
&lt;br /&gt;
===VSU: Black Paralysis===&lt;br /&gt;
[[MOD:Black Paralysis]]&lt;br /&gt;
&lt;br /&gt;
[http://black-paralysis.sourceforge.net/ Homepage] | [http://vegastrike.sourceforge.net/forums/viewforum.php?f=16 Forum]&lt;br /&gt;
&lt;br /&gt;
'''''Black Paralysis''' is set in the Vega Strike universe. You are a dockyard worker on a Confederate research base. At least, that's who you used to be. Now the future of the Confederacy, and even your own survival, are no longer assured. Be all you can be, or be nothing at all.''&lt;br /&gt;
&lt;br /&gt;
* Maintainer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=9 dandandaman] - Daniel Aleksandrow&lt;br /&gt;
* Developer/Programmer: same as above :-)&lt;br /&gt;
* Modeller/Artists: same as above :-)&lt;br /&gt;
* Status: Light development -- Working towards a decent modding release for other potential modders to use to learn the engine.  In parallel, developing a decent campaign for future implementation.&lt;br /&gt;
* Help Required: A list of tasks is available upon request to help work towards the modding release.  Help with any of these would be appreciated!&lt;br /&gt;
&lt;br /&gt;
===Fleet Commander===&lt;br /&gt;
[[MOD:Fleet Commander]] &lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/fleetcom/ Homepage]&lt;br /&gt;
&lt;br /&gt;
'''''Fleet Commander''' is a modification for Vega Strike, making it a real time strategy game where you control a fleet of capital ships complete with their fighter complements.''&lt;br /&gt;
&lt;br /&gt;
* Maintainer:&lt;br /&gt;
* Developer/Programmer:&lt;br /&gt;
* Modeller/Artists:&lt;br /&gt;
* Status: Planning&lt;br /&gt;
&lt;br /&gt;
==MODs based in the Wing Commander universe==&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewforum.php?f=12 Wing Commander Universe - Forum]&lt;br /&gt;
&lt;br /&gt;
===Privateer Remake===&lt;br /&gt;
[[MOD:Privateer Remake]]&lt;br /&gt;
&lt;br /&gt;
[http://wcuniverse.sourceforge.net/ Homepage] | [http://vegastrike.sourceforge.net/forums/viewforum.php?f=24 Forum]&lt;br /&gt;
&lt;br /&gt;
'''''Privateer Remake''' is at this stage a complex modification to Vega Strike based on the original privateer design and concept as an available stand-alone game. Due to the fact that the sourcecode is offered free to download it's a common named &amp;quot;open source&amp;quot; piece of software.''&lt;br /&gt;
&lt;br /&gt;
* Developer/Programmer/Artists/etc&lt;br /&gt;
** See http://wcuniverse.sourceforge.net/credits.htm&lt;br /&gt;
&lt;br /&gt;
===Wing Commander: The Wasteland Incident===&lt;br /&gt;
[http://wasteland.solsector.net/ Homepage]&lt;br /&gt;
&lt;br /&gt;
''Full Independent game with Full Story Arc ??(begin, middle and end)??. Utilizing the Vega Strike Engine''&lt;br /&gt;
&lt;br /&gt;
''Late 2681. A new war is brewing. As old enemies become new allies. Steps are taking place to insure the survival of the Confederation from the new Nephilim threat. In a backwater system, deep in Confederation space, a secret project has begun that will revolutionize the way the Confederation fights war. However not everyone believes that this is the right course. Events are taking place that could change the face of the Confederation forever. Those that lived through it simply refer to it as '''The Wasteland Incident'''.''&lt;br /&gt;
&lt;br /&gt;
* Maintainer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=3 MKruer] - Matthew Kruer&lt;br /&gt;
* Developer/Programmer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=3 MKruer] - Matthew Kruer&lt;br /&gt;
* Modeller/Artists:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=28 MamiyaOtaru] - Mamiya Otaru&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=279 Newcommanderondabloc]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=185 Darkmage]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=38 scheherazade]&lt;br /&gt;
** Wildcat&lt;br /&gt;
** Dreddnott&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=200 Tolwyn]&lt;br /&gt;
** Saint&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=244 etheral walker]&lt;br /&gt;
*Status:&lt;br /&gt;
**Looking for Programmers for Missions&lt;br /&gt;
**Model Gathering&lt;br /&gt;
**Model Packaging&lt;br /&gt;
**HQ CGI Modelers and Effects.&lt;br /&gt;
&lt;br /&gt;
===WCU: Wing Commander Universe===&lt;br /&gt;
[[MOD:WCU|WCU Section of the VSWiki]] | [http://wcu.solsector.net/ Homepage] | [http://vegastrike.sourceforge.net/forums/viewforum.php?f=12 Forum]&lt;br /&gt;
&lt;br /&gt;
'''''Wing Commander: Privateer Remake'''. The way fans always wanted it to be, Totally Unlimited!''&lt;br /&gt;
&lt;br /&gt;
[http://wcuniverse.sourceforge.net Privateer Remake Homepage]&lt;br /&gt;
&lt;br /&gt;
* Maintainer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=3 MKruer] - Matthew Kruer&lt;br /&gt;
* Developer/Programmer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000007 Spiritplumber]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000059 TheHawk]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=28 MamiyaOtaru] - Mamiya Otaru&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=185 Darkmage]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=3 MKruer] - Matthew Kruer&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000138 Klauss] - Claudio Freire&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=345 chuck_starchaser]&lt;br /&gt;
* Modeller/Artists:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=28 MamiyaOtaru] - Mamiya Otaru&lt;br /&gt;
** BradMick&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=279 Newcommanderondabloc]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=185 Darkmage]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=38 scheherazade]&lt;br /&gt;
** Wildcat&lt;br /&gt;
** Dreddnott&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=200 Tolwyn]&lt;br /&gt;
** Saint&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=244 etheral walker]&lt;br /&gt;
* Storywriters:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000412 Captin cocksniff]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=345 chuck_starchaser]&lt;br /&gt;
*Status:&lt;br /&gt;
** Under heavy development ''(Current Goal: To have every single ship ever created for Wing Commander)''&lt;br /&gt;
&lt;br /&gt;
==Babylon5 MOD==&lt;br /&gt;
[[MOD:Babylon5]]&lt;br /&gt;
&lt;br /&gt;
[http://www.babylon5chronicles.tk/ Homepage] | [http://vegastrike.sourceforge.net/forums/viewforum.php?f=14 Forum]&lt;br /&gt;
&lt;br /&gt;
''A '''Babylon 5 mod''' for Vega Strike''&lt;br /&gt;
&lt;br /&gt;
* Maintainer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=244 etheral walker]&lt;br /&gt;
* Developer/Programmer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=244 etheral walker]&lt;br /&gt;
* Modeller/Artists:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=244 etheral walker]&lt;br /&gt;
* Status&lt;br /&gt;
** Under '''heavy''' development.&lt;br /&gt;
** As you can see above etheral walker is (mostly) the only person working on this MOD so there are still ppl needed.&lt;br /&gt;
** The main part of 3d work is done, the universe itself, planets, backgrounds and relations between systems is ok.&lt;br /&gt;
** Some basic missions are on the way.&lt;br /&gt;
** Some first music files are done, thanks to Kensuguro - [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=961 Forum Artwork Thread]&lt;br /&gt;
&lt;br /&gt;
==Vega Trek==&lt;br /&gt;
[[MOD:Vega Trek]]&lt;br /&gt;
&lt;br /&gt;
[http://vegatrek.wcjunction.com/ Homepage] | [http://vegastrike.sourceforge.net/gallery/vegatrek Screenshots] | [http://vegastrike.sourceforge.net/forums/viewforum.php?f=13 Forum]&lt;br /&gt;
&lt;br /&gt;
''A '''Star Trek mod''' for Vega Strike'' or...  ''The &amp;quot;'''first'''&amp;quot; mod for Vega Strike''&lt;br /&gt;
&lt;br /&gt;
* Maintainer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=4 PeteyG]&lt;br /&gt;
* Developer/Programmer:  PeteyG, or anyone else who wants to lend a hand&lt;br /&gt;
* Modeller/Artists:  Hellcatv, Flying Ace, Pontiac, anyone else who wanders along&lt;br /&gt;
* Status: Under heavy (yet relaxed) development.  Acquiring models, thinking about how to bring the Star Trek universe to Vega Strike.&lt;br /&gt;
&lt;br /&gt;
==Vega Wars==&lt;br /&gt;
[[MOD:Vega Wars]]&lt;br /&gt;
&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewforum.php?f=15 Forum]&lt;br /&gt;
&lt;br /&gt;
''A '''Star Wars-like modification for Vega Strike''', two sets of 40 mission campaigns planned along with bounty hunter mode. Will possibly feature the best graphics seen using the vega-strike engine to date.''&lt;br /&gt;
&lt;br /&gt;
* Maintainer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=7 Hurleybird]&lt;br /&gt;
* Developer/Programmer:&lt;br /&gt;
* Modeller/Artists:&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=244 etheral walker]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=7 Hurleybird]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=43 kensuguro] - music&lt;br /&gt;
* Story lines/missions:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=293 broadsword]&lt;br /&gt;
** Dave White&lt;br /&gt;
* Status:&lt;br /&gt;
** Under development (modeling/model tweaking, story line planning)&lt;br /&gt;
&lt;br /&gt;
==VegaScape (Pax Imperium: The Gathering)==&lt;br /&gt;
[[MOD:VegaScape]]&lt;br /&gt;
&lt;br /&gt;
''A solo effort that will exist solely as an environment for me to learn how to mod Vega Strike, it is set to feature a well thought-out and involving, story-led campaign, as well as many varied sub-missions set in a fully dynamic universe (or so goes the theory).''&lt;br /&gt;
&lt;br /&gt;
* Synopsis:&lt;br /&gt;
** More information to follow shortly...&lt;br /&gt;
* Maintainer:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=583 luckless666] - Christopher Walker.&lt;br /&gt;
* Developer/Programmer:&lt;br /&gt;
** Editing of the source code is not required (as this time).&lt;br /&gt;
* Modeller/Artists:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=583 luckless666] - Christopher Walker.&lt;br /&gt;
* Storylines/Missions:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=583 luckless666] - Christopher Walker.&lt;br /&gt;
* Status:&lt;br /&gt;
** Storyline Development.&lt;br /&gt;
** Background Development.&lt;br /&gt;
** Initial Starmap Planning.&lt;br /&gt;
** Mission Planning.&lt;br /&gt;
** Model Planning.&lt;br /&gt;
&lt;br /&gt;
==Elite Strike==&lt;br /&gt;
[[MOD:Elite Strike]]&lt;br /&gt;
&lt;br /&gt;
''A mod for Vega Strike in the Elite universe.''&lt;br /&gt;
&lt;br /&gt;
[http://eliot.bambi.net/elitestrike/ Website] | [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4160 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
'''Current Release: 0.0.1'''&lt;br /&gt;
&lt;br /&gt;
* Maintainer/Lead Developer:&lt;br /&gt;
** [[User:Halleck|Halleck]] - Eliot Lash.&lt;br /&gt;
* Lead Artist:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000094 Nózmájner] - Bálint Szilárd.&lt;br /&gt;
* Artists:&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=345 chuck_starchaser]&lt;br /&gt;
*Music:&lt;br /&gt;
** [http://www.hooplah.com/encounters/index.htm George Hooper]&lt;br /&gt;
* Status: Modelling and solid-color texturing all the original Elite ships, and a few from Frontier. Assembling music, new models, special config, and several other bells and whistles into a patch for Privateer Remake 1.0.&lt;br /&gt;
**We need help with ship stats, scale, and play balancing. See [[MOD:Elite Strike#Todo]] or [http://vegastrike.sourceforge.net/forums/profile.php?mode=email&amp;amp;u=1076 Contact Halleck] for more info.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[HowTo:MOD]] - How to make MODs&lt;br /&gt;
* [[FAQ:Modding]] - Frequently Asked Questions concerning modding&lt;br /&gt;
&lt;br /&gt;
[[Category:MOD]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17673</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=17673"/>
				<updated>2010-08-15T07:46:34Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Configuration variables =&lt;br /&gt;
{{Fixme}} ''&amp;lt;Variables&amp;gt; + &amp;lt;colors&amp;gt;''&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17672</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=17672"/>
				<updated>2010-08-14T23:21:22Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Configuration variables =&lt;br /&gt;
{{Fixme}} ''&amp;lt;Variables&amp;gt; + &amp;lt;colors&amp;gt;''&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=17670</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=17670"/>
				<updated>2010-08-14T09:16:37Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: digging through src/cmd/weapon_xml.cpp brought more stuff&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 {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''&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;property1&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;
===Beam===&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;name&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;mountsize&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Role&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;AntiRole&amp;lt;/code&amp;gt; - {{fixme}} List of roles that will be considered eligible targets for this mount. &amp;lt;code&amp;gt;AntiRole&amp;lt;/code&amp;gt; does the same, but is inverted.&lt;br /&gt;
*** Currently only used in &amp;quot;CARGO INERT&amp;quot; set for normal 'Tractor' beam -- Dodo try to push people around because they have 'Heavy Tractor'.&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 (per second), in units of 100s of MJ&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; - Rest time, in seconds, between firing&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - N/A for beams&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 (per second), in units of 5.4 MJ&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&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt; - Fraction of damage applied at max range&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 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;
*** 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 beam reaches 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; - N/A for beams&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. Ignored for non-beams.&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''' 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; - N/A. Ignored for beams.&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;. 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;
* &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;&lt;br /&gt;
** &amp;lt;code&amp;gt;soundmp3&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;soundwav&amp;lt;/code&amp;gt;&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; - {{fixme}} offset of the muzzle from the mount's coordinates?&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; - color components (with transparency) of the beam.&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; - Stretches textures along the beam.&lt;br /&gt;
*** Currently it's used only in code for beams. So you can use the same texture for different beams with different looks or adjust for speed.&lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
Mostly similar to Beam, with the following difference:&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 (per shot), in units of 100s of MJ&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A for anything except beams&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;&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 output (per shot), in units of 5.4 MJ&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage (per shot) that ignores shields, in units of 5.4 MJ&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;pulsespeed&amp;lt;/code&amp;gt; - N/A for anything but beams&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;
&lt;br /&gt;
===Ball===&lt;br /&gt;
Mostly similar to Bolt, but is spherical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''ball''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missile===&lt;br /&gt;
Mostly similar to Bolt, with the following difference:&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;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds.&lt;br /&gt;
*** Should work with any weapon but is used only with missiles, since it doesn't have much sense for most non-guided weapons.&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 output, in units of 5.4 MJ.&lt;br /&gt;
*** {{fixme}} Uses a complicated formula; it looks like at zero distance the damage is twice this much, but don't count on this.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage that ignores shields, in units of 5.4 MJ.&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;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the radius in which the damage is applied, in meters.&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;
*** Should work for any weapon except beams, but only missiles have radius damage. Negative values are used for drones.&lt;br /&gt;
&lt;br /&gt;
==Weapon AI's==&lt;br /&gt;
&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-massive&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Python:AI_Scripts&amp;diff=17669</id>
		<title>Development:Python:AI Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Python:AI_Scripts&amp;diff=17669"/>
				<updated>2010-08-13T21:57:48Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: how ancient is this one?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Python AI Scripts=&lt;br /&gt;
Let me talk about AI scripts briefly.&lt;br /&gt;
&lt;br /&gt;
In the &amp;lt;code&amp;gt;modules&amp;lt;/code&amp;gt; directory, you'll notice a nice AI script named '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/modules/ai/ai_sitting_duck.py?view=markup ai_sitting_duck.py]'''. It is very similar to a mission with a few notable differences:&lt;br /&gt;
* First of all, the AI class you make must inherit from the class &amp;lt;code&amp;gt;VS.PythonAI&amp;lt;/code&amp;gt;. &lt;br /&gt;
* Secondly, instead of having an &amp;lt;code&amp;gt;__init__&amp;lt;/code&amp;gt; function it must have an &amp;lt;code&amp;gt;init()&amp;lt;/code&amp;gt; function. The reasons for this have something to do with how inheritance works from C++, but this init function takes in self of course and the unit to which the AI script belongs. &amp;lt;code&amp;gt;__init__&amp;lt;/code&amp;gt; may start off some AI scripts from the get go, or you may wait until you execute each frame. In this case ''ai_sitting_duck.py'' loads the XML script &amp;lt;code&amp;gt;++turntowards.xml&amp;lt;/code&amp;gt; (which is the hard coded C++ equivalent to '''[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data4.x/ai/script/turntowards.xml?view=markup ai/scripts/turntowards.xml]'''). After loading that AI script it replaces its parents order with the last AI script, in this case the XML script. In the Execute function this AI script calls Execute on the higher level (which takes care of responding to communications) and then prints h to the console for no apparent reason. &lt;br /&gt;
* Lastly and most importantly, the AI script makes a new class for itself. So when the C++ code executes &amp;lt;code&amp;gt;ai_sitting_duck.py&amp;lt;/code&amp;gt; it will call the C++ constructor which will take care of binding it. So when you make a new unit like this:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
VS.launch (fgname,type,faction,&amp;quot;unit&amp;quot;,&amp;quot;ai_sitting_duck.py&amp;quot;,nr_ships,nr_waves,vec,logo)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
it will have this python AI attached to it. However, if you are too lazy to write AI's you can use the most excellent default AI:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
VS.launch (fgname,type,faction,&amp;quot;unit&amp;quot;,&amp;quot;default&amp;quot;,nr_ships,nr_waves,vec,logo)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Edit Missions:Python:AI scripts]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Development|Edit Missions:Python:AI scripts]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=17668</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=17668"/>
				<updated>2010-08-13T21:20:32Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &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 {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''&lt;br /&gt;
* Beam&lt;br /&gt;
* Bolt&lt;br /&gt;
* Ball&lt;br /&gt;
* Missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon XML Schema==&lt;br /&gt;
{{fixme}} ''ADD DESCRIPTIONS TO SCHEMA''&lt;br /&gt;
===Beam===&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;name&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;mountsize&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 (per second), in units of 100s of MJ&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; - Rest time, in seconds, between firing&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - N/A for beams&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 output (per second), in units of 5.4 MJ&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&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt; - Fraction of damage applied at max range&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 travels linearly through space, in meters/second.&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 beam reaches 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; - N/A for beams&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; - Max damaging range, in meters&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - N/A for beams&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;. 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 [[Manual:Config:Advanced:Variables#.22Physics.22_section|variable &amp;quot;&amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot;]] 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;
* &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;&lt;br /&gt;
** &amp;lt;code&amp;gt;soundwav&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; - color components (with transparency) of the beam.&lt;br /&gt;
*** E.g.: Tractor and Repulsor use the same texture, but different colors.&lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
Mostly similar to Beam, with the following difference:&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 (per shot), in units of 100s of MJ&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A for anything except beams&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;&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 output (per shot), in units of 5.4 MJ&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage (per shot) that ignores shields, in units of 5.4 MJ&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;pulsespeed&amp;lt;/code&amp;gt; - N/A for anything but beams&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;
&lt;br /&gt;
===Ball===&lt;br /&gt;
Mostly similar to Bolt, but is spherical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''ball''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missile===&lt;br /&gt;
Mostly similar to Bolt, with the following difference:&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;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds.&lt;br /&gt;
*** Should work with any weapon but is used only with missiles, since it doesn't have much sense for most non-guided weapons.&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 output, in units of 5.4 MJ.&lt;br /&gt;
*** {{fixme}} Uses a complicated formula; it looks like at zero distance the damage is twice this much, but don't count on this.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage that ignores shields, in units of 5.4 MJ.&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;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the radius in which the damage is applied, in meters.&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;
*** Should work for any weapon except beams, but only missiles have radius damage. Negative values are used for drones.&lt;br /&gt;
&lt;br /&gt;
==Weapon AI's==&lt;br /&gt;
&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-massive&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Make_Weapons&amp;diff=17667</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=17667"/>
				<updated>2010-08-13T21:16:18Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: looks a bit cleaner, imho&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 {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''&lt;br /&gt;
* Beam&lt;br /&gt;
* Bolt&lt;br /&gt;
* Ball&lt;br /&gt;
* Missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon XML Schema==&lt;br /&gt;
{{fixme}} ''ADD DESCRIPTIONS TO SCHEMA''&lt;br /&gt;
===Beam===&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;name&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;mountsize&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 (per second), in units of 100s of MJ&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; - Rest time, in seconds, between firing&lt;br /&gt;
** &amp;lt;code&amp;gt;locktime&amp;lt;/code&amp;gt; - N/A for beams&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 output (per second), in units of 5.4 MJ&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&lt;br /&gt;
** &amp;lt;code&amp;gt;longrange&amp;lt;/code&amp;gt; - Fraction of damage applied at max range&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 travels linearly through space, in meters/second.&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 beam reaches 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; - N/A for beams&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; - Max damaging range, in meters&lt;br /&gt;
** &amp;lt;code&amp;gt;detonationrange&amp;lt;/code&amp;gt; - N/A for beams&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;. 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 [[Manual:Config:Advanced:Variables#.22Physics.22_section|variable &amp;quot;&amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt;&amp;quot;]] 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;
* &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;&lt;br /&gt;
** &amp;lt;code&amp;gt;soundwav&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; - color components (with transparency) of the beam.&lt;br /&gt;
*** E.g.: Tractor and Repulsor use the same texture, but different colors.&lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
Mostly similar to Beam, with the following difference:&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 (per shot), in units of 100s of MJ&lt;br /&gt;
** &amp;lt;code&amp;gt;stability&amp;lt;/code&amp;gt; - N/A for anything except beams&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;&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 output (per shot), in units of 5.4 MJ&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage (per shot) that ignores shields, in units of 5.4 MJ&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;pulsespeed&amp;lt;/code&amp;gt; - N/A for anything but beams&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;
&lt;br /&gt;
===Ball===&lt;br /&gt;
Mostly similar to Bolt, but is spherical.&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;'''ball''' ... &amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missile===&lt;br /&gt;
Mostly similar to Bolt, with the following difference:&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;locktime&amp;lt;/code&amp;gt; - Time to lock on the target, in seconds.&lt;br /&gt;
*** Should work with any weapon but is used only with missiles, since it doesn't have much sense for most non-guided weapons.&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 output, in units of 5.4 MJ.&lt;br /&gt;
*** {{fixme}} Uses a complicated formula; it looks like at zero distance the damage is twice this much, but don't count on this.&lt;br /&gt;
** &amp;lt;code&amp;gt;phasedamage&amp;lt;/code&amp;gt; - Damage that ignores shields, in units of 5.4 MJ.&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;radius&amp;lt;/code&amp;gt; - {{fixme}} Seems to be the radius in which the damage is applied, in meters.&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;
*** Should work for any weapon except beams, but only missiles have radius damage. Negative values are used for drones.&lt;br /&gt;
&lt;br /&gt;
==Weapon AI's==&lt;br /&gt;
&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-massive&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://vegastrike.sourceforge.net/forums/viewtopic.php?t=8732 forum post].  Here it is:&lt;br /&gt;
&lt;br /&gt;
You will need to create an upgrade file for this weapon that appears in [[master_parts_list.csv]] as well as [[units.csv]].&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;
# '''units/factions/upgrades/''': Copied the &amp;quot;laser_beam/laser_beam&amp;quot; file to &amp;quot;my_laser_beam/my_laser_beam&amp;quot; and changed the &amp;quot;weapon&amp;quot; attribute of the &amp;lt;mount&amp;gt; node from &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;
&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;
=See also=&lt;br /&gt;
&lt;br /&gt;
&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>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=17664</id>
		<title>Manual:Config:Advanced:Bindings:Keyboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=17664"/>
				<updated>2010-08-13T04:33:20Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Keyboard}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
== Keyboard Configuration ==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different keyboard layouts, showing how each key (differentiating between lower and upper case) has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Keyboard Configuration matches your keyboard, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
=== KEYBOARD: bind ===&lt;br /&gt;
&lt;br /&gt;
==== Sample ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; - Specify the key here ({{Fixme}} ''this is now a bit of a hassle for non-english keyboards'')&lt;br /&gt;
** lowercase letters/characters = without {{Key:EN:Shift left}}&lt;br /&gt;
** uppercase letters/characters = with {{Key:EN:Shift left}}&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - Use a modifier key (case-sensitive)&lt;br /&gt;
** &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; - Don't use a modifier ({{Fixme}} same as without this tag?).&lt;br /&gt;
** &amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt; - Require the {{Key:EN:Alt}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;ctrl&amp;lt;/code&amp;gt; - Require the {{Key:EN:Ctrl}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;shift&amp;lt;/code&amp;gt; - Require the {{Key:EN:Shift left}} key. Usually you cannot write symbols like uppercase space or keypad symbols in config.&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here.&lt;br /&gt;
** See [[Manual:Keyboard layout|Keyboard Layout]] for descriptions and a list of commands.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Examples ==&lt;br /&gt;
=== (Please insert working keyboard configs here) ===&lt;br /&gt;
&lt;br /&gt;
==== Old Style Mac keyboard ====&lt;br /&gt;
(the little one without a 'del' key among others) &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;F&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommFormUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;B&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommBreakForm&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommHelpMeOut&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;D&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommAttackTarget&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm1Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm2Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm3Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm4Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm5Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm6Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm7Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm8Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm9Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;space&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;y&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;j&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;J&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JoyStickToggleKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;A&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;a&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;c&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;E&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;e&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ECMKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;Z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectCargoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;return&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-enter&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;g&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;;&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Respawn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;[&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;]&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;d&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!--&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnDockKey&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RequestClearenceKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;m&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;t&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;n&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;b&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SubUnitTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;l&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;p&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;h&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;T&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;P&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;o&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretAIKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseNearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;N&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseSigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;U&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseUnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;`&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;-&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;+&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-minus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-plus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;=&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;/&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;*&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-divide&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-multiply&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES backspace misinterpreted on keypad&lt;br /&gt;
  &amp;lt;bind key=&amp;quot;backspace&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;'&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;\&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StartKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;tab&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;!&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SuicideKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-up&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-down&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-left&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-right&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-insert&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;!-- GILES cursor-delete is backspace&lt;br /&gt;
   &amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;M&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::MapKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;.&amp;quot; command=&amp;quot;VolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;,&amp;quot; command=&amp;quot;VolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;greater-than&amp;quot; command=&amp;quot;MusicVolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;less-than&amp;quot; command=&amp;quot;MusicVolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;|&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;pause&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeReset&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;w&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;v&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;q&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;s&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;f&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pagedown&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pageup&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-home&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES   &amp;lt;bind key=&amp;quot;cursor-end&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
  # reassigning cursor-delete here --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;esc&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Quit&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Keypad Thrusters ====&lt;br /&gt;
(helps a lot on ships with decent orthogonal acceleration - mostly fighters)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt; &amp;lt;!-- Remove if you press it accidentally much --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustFront&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Flight::Mode::InertialToggle&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Keypad View Switch ====&lt;br /&gt;
(more geometrically obvious binding for those who have no proper HAT switch)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ViewTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== New keyboard config ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;keybindings&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Keyboard]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=17663</id>
		<title>Manual:Config:Advanced:Bindings:Keyboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=17663"/>
				<updated>2010-08-13T04:29:55Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: copypasta error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Keyboard}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
== Keyboard Configuration ==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different keyboard layouts, showing how each key (differentiating between lower and upper case) has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Keyboard Configuration matches your keyboard, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
=== KEYBOARD: bind ===&lt;br /&gt;
&lt;br /&gt;
==== Sample ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; - Specify the key here ({{Fixme}} ''this is now a bit of a hassle for non-english keyboards'')&lt;br /&gt;
** lowercase letters/characters = without {{Key:EN:Shift left}}&lt;br /&gt;
** uppercase letters/characters = with {{Key:EN:Shift left}}&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - Use a modifier key (case-sensitive)&lt;br /&gt;
** &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; - Don't use a modifier ({{Fixme}} same as without this tag?).&lt;br /&gt;
** &amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt; - Require the {{Key:EN:Alt}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;ctrl&amp;lt;/code&amp;gt; - Require the {{Key:EN:Ctrl}} key.&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here.&lt;br /&gt;
** See [[Manual:Keyboard layout|Keyboard Layout]] for descriptions and a list of commands.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Examples ==&lt;br /&gt;
=== (Please insert working keyboard configs here) ===&lt;br /&gt;
&lt;br /&gt;
==== Old Style Mac keyboard ====&lt;br /&gt;
(the little one without a 'del' key among others) &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;F&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommFormUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;B&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommBreakForm&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommHelpMeOut&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;D&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommAttackTarget&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm1Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm2Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm3Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm4Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm5Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm6Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm7Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm8Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm9Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;space&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;y&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;j&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;J&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JoyStickToggleKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;A&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;a&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;c&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;E&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;e&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ECMKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;Z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectCargoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;return&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-enter&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;g&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;;&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Respawn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;[&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;]&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;d&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!--&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnDockKey&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RequestClearenceKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;m&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;t&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;n&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;b&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SubUnitTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;l&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;p&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;h&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;T&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;P&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;o&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretAIKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseNearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;N&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseSigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;U&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseUnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;`&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;-&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;+&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-minus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-plus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;=&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;/&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;*&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-divide&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-multiply&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES backspace misinterpreted on keypad&lt;br /&gt;
  &amp;lt;bind key=&amp;quot;backspace&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;'&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;\&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StartKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;tab&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;!&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SuicideKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-up&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-down&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-left&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-right&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-insert&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;!-- GILES cursor-delete is backspace&lt;br /&gt;
   &amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;M&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::MapKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;.&amp;quot; command=&amp;quot;VolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;,&amp;quot; command=&amp;quot;VolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;greater-than&amp;quot; command=&amp;quot;MusicVolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;less-than&amp;quot; command=&amp;quot;MusicVolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;|&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;pause&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeReset&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;w&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;v&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;q&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;s&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;f&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pagedown&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pageup&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-home&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES   &amp;lt;bind key=&amp;quot;cursor-end&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
  # reassigning cursor-delete here --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;esc&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Quit&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Keypad Thrusters ====&lt;br /&gt;
(helps a lot on ships with decent orthogonal acceleration - mostly fighters)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt; &amp;lt;!-- Remove if you press it accidentally much --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustFront&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Flight::Mode::InertialToggle&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Keypad View Switch ====&lt;br /&gt;
(more geometrically obvious binding for those who have no proper HAT switch)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ViewTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== New keyboard config ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;keybindings&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Keyboard]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=17662</id>
		<title>Manual:Config:Advanced:Bindings:Keyboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=17662"/>
				<updated>2010-08-13T04:29:22Z</updated>
		
		<summary type="html">&lt;p&gt;Turbo beholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Keyboard}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
== Keyboard Configuration ==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different keyboard layouts, showing how each key (differentiating between lower and upper case) has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Keyboard Configuration matches your keyboard, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
=== KEYBOARD: bind ===&lt;br /&gt;
&lt;br /&gt;
==== Sample ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; - Specify the key here ({{Fixme}} ''this is now a bit of a hassle for non-english keyboards'')&lt;br /&gt;
** lowercase letters/characters = without {{Key:EN:Shift left}}&lt;br /&gt;
** uppercase letters/characters = with {{Key:EN:Shift left}}&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - Use a modifier key (case-sensitive)&lt;br /&gt;
** &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; - Don't use a modifier ({{Fixme}} same as without this tag?).&lt;br /&gt;
** &amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt; - Require the {{Key:EN:Alt}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;ctrl&amp;lt;/code&amp;gt; - Require the {{Key:EN:Ctrl}} key.&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here.&lt;br /&gt;
** See [[Manual:Keyboard layout|Keyboard Layout]] for descriptions and a list of commands.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Examples ==&lt;br /&gt;
=== (Please insert working keyboard configs here) ===&lt;br /&gt;
&lt;br /&gt;
==== Old Style Mac keyboard ====&lt;br /&gt;
(the little one without a 'del' key among others) &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;F&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommFormUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;B&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommBreakForm&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommHelpMeOut&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;D&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommAttackTarget&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm1Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm2Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm3Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm4Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm5Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm6Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm7Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm8Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm9Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;space&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;y&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;j&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;J&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JoyStickToggleKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;A&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;a&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;c&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;E&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;e&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ECMKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;Z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectCargoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;return&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-enter&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;g&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;;&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Respawn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;[&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;]&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;d&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!--&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnDockKey&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RequestClearenceKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;m&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;t&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;n&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;b&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SubUnitTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;l&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;p&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;h&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;T&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;P&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;o&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretAIKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseNearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;N&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseSigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;U&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseUnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;`&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;-&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;+&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-minus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-plus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;=&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;/&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;*&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-divide&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-multiply&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES backspace misinterpreted on keypad&lt;br /&gt;
  &amp;lt;bind key=&amp;quot;backspace&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;'&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;\&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StartKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;tab&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;!&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SuicideKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-up&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-down&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-left&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-right&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-insert&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;!-- GILES cursor-delete is backspace&lt;br /&gt;
   &amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;M&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::MapKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;.&amp;quot; command=&amp;quot;VolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;,&amp;quot; command=&amp;quot;VolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;greater-than&amp;quot; command=&amp;quot;MusicVolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;less-than&amp;quot; command=&amp;quot;MusicVolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;|&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;pause&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeReset&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;w&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;v&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;q&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;s&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;f&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pagedown&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pageup&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-home&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES   &amp;lt;bind key=&amp;quot;cursor-end&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
  # reassigning cursor-delete here --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;esc&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Quit&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&lt;br /&gt;
==== Keypad Thrusters ====&lt;br /&gt;
(helps a lot on ships with decent orthogonal acceleration - mostly fighters)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt; &amp;lt;!-- Remove if you press it accidentally much --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustFront&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Flight::Mode::InertialToggle&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== Keypad View Switch ====&lt;br /&gt;
(more geometrically obvious binding for those who have no proper HAT switch)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ViewTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==== New keyboard config ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;keybindings&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Keyboard]]&lt;/div&gt;</summary>
		<author><name>Turbo beholder</name></author>	</entry>

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