Manual:Config:Advanced:Variables

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Variables section

Each variable is set between the <variables> and the </variables> tags and inside its proper section tags, like this:

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

"data" section

  • hqtextures [string/file] - The location of HQ textures directory, if any.
    • ""
  • UnitCSV [string/file] - The location of units.CSV dile.
    • "modunits.csv"

"splash" section

FIXME

"graphics" section

  • head_lag [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.
    • 10 (default)
  • pan_on_auto [boolean] - Sets if there should be an camera switch + flyby on autopilot activation. FIXME No longer used?
    • true (default)
  • shake_speed [float] - FIXME
    • 50 (default)
  • shake_reduction [float] - Cockpit shake reduction amount.
    • 8 (default)
  • shove_camera_down [float] - FIXME
    • .3 (default)
  • shield_texture [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.
    • shield.bmp (default)
  • reflectivity [float] - default reflection level, in range 0.0 - 1.0 (1.0 = very shiny)
    • .2 (default)
  • star_shine [string/file] - List of .ani files for a sun's flare effect separated by single spaces.
    • shine.ani (default)
  • num_messages [float] - Sets the maximum number of communication messages shown at the same time.
    • 2 (default)
  • last_message_time [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.
    • 5 (default)
  • camera_pan_speed [float, default:0.0001] - sets the speed of camera panning and yawing
  • draw_arrow_to_target [boolean, default:true] - generally toggles the display of target arrow for all cameras
  • draw_arrow_on_chasecam [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')
  • draw_arrow_on_pancam [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')
  • draw_arrow_on_pantgt [boolean, default:false] - disables/enables target arrow display on target camera (default key '8')
  • draw_unit_on_chasecam [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')
  • weapon_gamma [float] - affects all weapon effects' appearance, if >0.
    • 1.35 (default)
  • StretchBolts [float] - If > 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.
    • 0 (default)
  • draw_weapons [boolean] - Whether to draw mounts.
    • false (default)
  • high_quality_font_computer [boolean] - Which font type to use for base computer (font.cpp).
    • true (default) - uses bitmap font
    • false - uses stroke font
  • high_quality_font [boolean] - Which font type to use for the HUD (hud.cpp). Standard setup depends on the video card choice.
    • true - uses stroke font
    • false (default) - uses bitmap font
  • open_picker_categories [boolean] - Expands all categories in base computer.
    • true - expands all categories by default.
    • false (default) - does not expand the categories.
  • show_stardate [boolean] - Shows star date in base computer and cargo manifest.
    • true (default) - shows star date.
    • false - does not show star date.
  • generic_cargo_rotation_speed [float] - Rotation set for ejected cargo (upgrades). In degrees per second(?).
    • 1 (default)
  • cargo_rotation_speed [float] - Rotation set for ejected cargo (normal). In degrees per second(?).
    • 60 (default)
  • eject_rotation_speed [float] - Rotation set for ejected generic cargo (pilot). In degrees per second(?).
    • 0 (default)
  • cargo_rotates_at_same_speed [boolean] - FIXME
    • true (default)

"graphics/general" section

FIXME Empty section? Nothing in SVN vegastrike.config

"graphics/mesh" section

FIXME Empty section? Nothing in SVN vegastrike.config

"graphics/hud" section

  • radarRange [float] - Default radar.
    • 20000 (default)
  • radarType [string] FIXME - It was changed lately.
    • WC (default) - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.
    • Elite - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).
  • min_target_box_size [float] - Minimum target box size.
    • .01 (default)
  • DrawTargettingBoxes [boolean] - Allow drawAllTargetBoxes, drawLineToTarget, drawLineToTargetsTarget, drawAlwaysITTS .
    • true (default) - Enable box display.
    • false - Does not display any target box or docking box.
  • drawAllTargetBoxes
    • true - Display every units in boxes (not planets, jumps).
    • false (default) - Does not display units in boxes except the selected one.
  • drawLineToTarget [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.
    • false (default)
  • drawLineToTargetsTarget [boolean] - Supposed to draw a line between your target and its target. Currently does the same as drawLineToTarget.
    • false (default)
  • drawLineToITTS [boolean] - Draw ITTS line. Currently stopped to work.
    • false (default) - FIXME
  • drawAlwaysITTS [boolean] - Force ITTS drawing.
    • false (default) - FIXME
  • DrawTheirRelationColor - Determines the box color of the selected target.
    • true (default) - The box color corresponds to the target relation towards you.
    • false - The box color corresponds to your relation towards the target.
  • drawNavSymbol [boolean] - Does not seem to work (on 7th March 2004). FIXME
    • false (default) - FIXME
  • text_background_alpha [float] - Sets the opacity of text on the hud display
    • value - any positive value between 0.0 (complete transparency) and 1.0 (no trasparency)
    • 0.0625 (default)

"audio" section

FIXME

"unitaudio" section

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

default unit sounds

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

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

"cockpitaudio" section

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

"keyboard" section

FIXME

"joystick" section

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

"general" section

  • pitch [float] - Default unit orientation.
    • 0 (default)
  • roll [float] - Default unit orientation.
    • 0 (default)
  • yaw [float] - Default unit orientation.
    • =roll (default)
  • remove_impossible_downgrades [boolean] - FIXME
    • true (default)
  • PercentageSpeedChangeToFaultSearch [float] - FIXME Related to minimum course deviation to scramble cargo manifest.
    • .5 (default)

"AI" section

communication

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

docking

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

maneuvers

What XAI scripts really do depends on this.

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

relations

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

miscellaneous

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

"Targetting" subsection

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


"Firing" subsection

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

"cargo" section

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

"physics" section

autopilot and teleport

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

collisions

  • cargo_deals_collide_damage [boolean] - Whether moving cargo containers are dangerous. When tractors are used, it should be picked up before collision anyway, just like ships.
    • false (default)
  • collision_avoidance_hack_distance [float] - FIXME
    • 10000 (default)
  • front_collision_avoidance_hack_angle [float] - Angle (degrees) where front_collision_avoidance_hack_distance applies.
    • 40 (default)
  • front_collision_avoidance_hack_distance [float] - FIXME In front_collision_avoidance_hack_angle cone, applied instead of collision_avoidance_hack_distance, if greater.
    • 200000 (default)
  • collision_inertial_time [float] - FIXME
    • 1.25 (default)
  • collisionDamageToAI [boolean] - Whether the damage applies at all if neither colliding unit is player ship or a missile. Comment: //HACK: Stupid AI ships always crash into each other.
    • false (default)
  • inelastic_scale [float] - How elastic unit-unit collisions are. With 0 units will stick and suffer maximum damage, with 1 units will bounce and take no damage.
    • .8 (default)
  • maxCollisionForceMultiplier [float] - How hard collisions move a ship. //value, in seconds of desired maximum recovery time
    • 5 (default)
  • maxCollisionTorqueMultiplier [float] - How hard collisions turn a ship. //value, in seconds of desired maximum recovery time
    • 0.67 (default)
  • minimum_time_between_recorded_player_collisions [float] - Prevents uncontrollable bouncing for player. Changes only torque/force effect, but not elastic rebound or damage.
    • 0.1 (default)
  • no_unit_collisions [boolean] - Units are not checked for collision, just like killed units.
    • false (default)
  • only_hangar_collision_docks [boolean] - Only the base's dock areas work in unit_collision_docks.
    • false (default)
  • smallest_subunit_to_collide [float] - The smallest subunit radial size to check for collision.
    • 0.2 (default)
  • sphere_collision [boolean] - Whether units' ray collision checks (collision with ray / bolt) are simplified by skipping extra collision trees when the sphere is not hit. FIXME This can miss things like subunits sticking out.
    • true (default)
  • unit_collision_docks [boolean] - Collision between player's ship and a base docks ship without damage.
    • false (default)
  • collision_damage_scale [float] - Scaling damage from collisions.
    • 1.0 (default)

cargo and ejected pilots

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

killed units

  • debris_time [float] - Lifetime of debris from exploding units.
    • 500 (default)
  • eject_cargo_on_blowup [float] - Part of cargo ejected from exploding units. FIXME Should do nothing if 0, but the cargo appears anyway. Possibly drops upgrades listed in cargo.
    • 0 (default)
  • explosion_damage_center [float] - Scaling multiplier for damage radius of exploding units.
    • 1 (default)

radars

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

trading and missions

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

upgrades and repair

  • component_based_upgrades [boolean] - FIXME Controls the way upgrades are repaired.
    • false (default)
    • true (in default vegastrike.config)
  • hud_repair_unit [float] - HUD functionality repair per tick.
    • .25 (default) - 4 steps from total damage to okay.
  • mount_repair_unit [float] - Mount functionality repair per tick.
    • .25 (default) - 4 steps from total damage to okay.
  • must_repair_to_sell [boolean] - Disallows selling upgrades while damaged, except in "EMERGENCY MODE".
    • true (default)
  • only_show_best_downgrade [boolean] - FIXME
    • true (default)
  • RepairDroidTime [float] - Period of upgrade repair ticks.
    • 180 (default)
  • RepairDroidCheckTime [float] - FIXME Does nothing, repair droid works as long as it's >0.
    • 5 (default)
  • repair_price [float] - The price of "Basic repair".
    • 5000 (default)
  • shipping_price [float] - Delivery price for ships in "My Fleet" located in other systems.
    • 50000 (default)

universe

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

weapons and damage

  • gun_speed [float] - The adjustment factor for weapons' speed and range attributes. Both values are multiplied by this if gun_speed_adjusted_game_speed=false, otherwise adjustments are more complex.
    • 1 (default)
  • gun_speed_adjusted_game_speed [boolean] - Turns on a correction of speed and range attributes for all weapons toward the medium values (for gun_speed=1 speed <1000 is raised, otherwise lowered; range dropped to 1/8 of the value in weapon_list.xml).
    • true (in default vegastrike.config)
    • false (default)
  • missile_bounce [boolean] - Whether missiles suffer an elastic collision.
    • false (default) - Normally they detonate immediately.
  • reduce_beam_ammo [boolean] - If set, beam weapons with ammo (in current VS, only Jackhammer) will expend it. 1 charge is spent each activation, no partial ammo for shots shorter than stability time.
    • false (default)
  • special_and_normal_gun_combo [boolean] - If set, the weapon group of all guns including "Special" ones can be toggled when cycling through guns.
    • true (default)
  • kilojoules_per_unit_damage [float] - Relation between energy and hitpoints. Matters for indication and damage from inelastic collision.
    • 5400 (default)

miscellaneous

  • game_accel [float] - Changed by setup program, depends on difficulty setting. Real accelerations rate is game_accel*game_speed.
    • 1 (default)
  • game_speed [float] - Changed by setup program, depends on difficulty setting.
    • 1 (default)
  • game_speed_lying [boolean] - FIXME
    • false (in default vegastrike.config)
    • true (default)
  • noSPECJUMP [boolean] - While SPEC is on, jumping and docking (both in and out) are disabled.
    • true (default)
  • undock_turn_away [boolean] - Whether a ship is turned away from the host unit when it undocks, along the line between their centers(!). Setting this to "false" helps in case of consistent death-by-collision on undocking (such as while flying big ships).
    • true (default)
  • default_shield_tightness [float] - Default shieldtight parameter for ships (affects damage FX only). Comment: "//are shields tight to the hull. zero means bubble"; currently can be set only in unit XML and de-facto replaced by shield mesh. Comment: "//BUCO! Must add shield tightness back into units.csv for great justice."
    • 0 (default)
  • simulate_while_docked [boolean] - FIXME Life continues while the unit is docked. If there's more than 1 player, it continues anyway.
    • false (default)
  • PlayerTractorabilityMask [string] - Tractorability mask additionally applied to the player's ship. "p"|"P" adds push, "i"|"I" adds tractor in, empty string gives push-only, unrecognized gives immunity.
    • "p" (default)
  • MinimumWarpCapToRefuelDockeesAutomatically [float] - An unit with warp capacitance of this value or more refills warp capacitor of a ship docksing to it. With a few extra conditions. Comment: "//BUCO! This needs its own units.csv column to see how much we refill!"
    • 0 (default)
  • docking_time [float] - FIXME Docking delay? In case simulate_while_docked is false?
    • 10 (default)
  • un_docking_time [float] - FIXME
    • 180 (default)
  • jump_damage_multiplier [float] - FIXME (jump damage appears to be defunct now)
    • .1 (default)
  • max_jump_damage [float] - Absolute maximum value of jump damage. FIXME (jump damage appears to be defunct now)
    • 100 (default)
  • dock_with_clear_planets [boolean] - FIXME
    • true (default)

"Priorities" subsection

FIXME

"galaxy" section

FIXME

"player" section

FIXME

"server" section

FIXME

"network" section

FIXME

See also

For a complete list of variables visit CONFVAR.



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