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      <title>Re: Fastships someone? (Small Tutorial how 2 convert ships fast) [by HeIIoween]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5240&amp;forum=26&amp;post_id=55467#forumpost55467</link>
      <description>Tutorials::Fastships someone? (Small Tutorial how 2 convert ships fast)&lt;br /&gt;
Oh thx F!R will grab &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d6422f04.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Wed, 20 Feb 2013 12:16:54 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5240&amp;forum=26&amp;post_id=55467#forumpost55467</guid>
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      <title>Re: SURs - How to: #5 - Example: Battleship [by Sushi]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5127&amp;forum=26&amp;post_id=54395#forumpost54395</link>
      <description>Tutorials::SURs - How to: #5 - Example: Battleship&lt;br /&gt;
Awesome tutorial! Very easy to follow!</description>
      <pubDate>Mon, 19 Nov 2012 22:05:52 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5127&amp;forum=26&amp;post_id=54395#forumpost54395</guid>
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      <title>Re: SURs - How to: #4 - Example: Fighter [by StarTrader]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5114&amp;forum=26&amp;post_id=54281#forumpost54281</link>
      <description>Tutorials::SURs - How to: #4 - Example: Fighter&lt;br /&gt;
Very well done, and thanks, Skotty.</description>
      <pubDate>Wed, 14 Nov 2012 02:28:59 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5114&amp;forum=26&amp;post_id=54281#forumpost54281</guid>
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      <title>Re: Modding Teachers &amp; Tutors [by Skotty.]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1598&amp;forum=26&amp;post_id=54218#forumpost54218</link>
      <description>Tutorials::Modding Teachers &amp;amp; Tutors&lt;br /&gt;
I am also willing to give everyone help or advice in Freelancer modding.&lt;br /&gt;&lt;br /&gt;I can help in:&lt;br /&gt;-everything related to conventional modding/ini work&lt;br /&gt;-modelling&lt;br /&gt;-sur creating&lt;br /&gt;-animation creating&lt;br /&gt;-textures</description>
      <pubDate>Sat, 10 Nov 2012 00:11:54 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1598&amp;forum=26&amp;post_id=54218#forumpost54218</guid>
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      <title>SURs - How to: #3 - The .OBJ to .SUR Converter [by Skotty.]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5102&amp;forum=26&amp;post_id=54176#forumpost54176</link>
      <description>Tutorials::SURs - How to: #3 - The .OBJ to .SUR Converter&lt;br /&gt;
&lt;ul class=&quot;forumlist&quot;&gt;&lt;li class=&quot;forumlist&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=54168#forumpost54168&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SURs - How to: #1 - Creating The Physical Model&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li class=&quot;forumlist&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=54174#forumpost54174&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SURs - How to: #2 - About Surface (SUR) Files&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: x-large;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=40875#forumpost40875&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;.OBJ to .SUR Converter&lt;/a&gt; - How To:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;#3 - The .OBJ to .SUR Converter&lt;/strong&gt;&lt;/div&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;To use all things I told you about we need to know the Converter first. Understanding the way it works gives us the opportunity to do everything you just read about.&lt;br /&gt;Here is the summary of what important things are doing what:&lt;br /&gt;&lt;br /&gt;&lt;img src=&#039;http://www.erikszeug.de/files/Pictures/Freelancer/Tutorials/OBJ-SUR-Converter/Ch3-TheConverter/OBJ-SUR-Converter.png&#039; border=&#039;0&#039; alt=&#039;&#039;  onload=&quot;javascript:actionImageResize(this, 500)&quot;/&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #CC0000;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;strong&gt;1&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Theoretically you don&amp;#039;t have to change anything here. &lt;br /&gt;The only checkbox of interest is &amp;quot;Bind to none instead to root&amp;quot;. You must use this when using a .3DB model that doesn&amp;#039;t has any groups (and of course all SUR meshes are parented to Root).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #CC0000;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;strong&gt;2&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;All equipment (weapons, countermeasures, shields etc.)  hardpoint names should be added here if there is no SUR mesh definied! One per line.&lt;br /&gt;To prevent possible crashes, always add HpThruster01, HpCM01 and HpMine01 here, if used.&lt;br /&gt;Equipment here will not suffer damage from guns. Just explosions will harm them (general behaviour of equipment without SUR group).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #CC0000;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;strong&gt;3&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Here you can enter coordinates where the center of your ship is. This affects the crosshair if you target the object. NPCs always use this coordinate to fire on, too.&lt;br /&gt;Just manually enter this value if your objects center (for example Tradelanes or Kusari Destroyer) is outside of the hull (or NPCs/players will aim into space).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #CC0000;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;strong&gt;4&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Here you can check what type of SUR group each mesh is. All checkboxes clear means it is Root.&lt;br /&gt;All Root meshes will get merged into one big object (the name is of no interest here).&lt;br /&gt;&lt;br /&gt;In general, all meshes sharing the same name will be merged into one group!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #CC0000;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;strong&gt;5&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Each separate group has its own center. By default, it gets calculated by the so called &amp;quot;bounding box&amp;quot;.&lt;br /&gt;If the CMP is using offsets in the FIX, PRIS or REV (highly recommended! This position is always the central point a separated/animated group is rotating/moving around!), you will have to define the center position of your SUR group by hand. To do this, add every single offsets of your groups parent and its parent etc. and finally negate the values and use those here.&lt;br /&gt;&lt;br /&gt;This works best when using &lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?start=0&amp;topic_id=4450&amp;viewmode=flat&amp;order=ASC&amp;status=&amp;mode=0&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;P1p3rs Milkshape CMP Exporter&lt;/a&gt; (recommended!).&lt;br /&gt;If you use the old CMP exporter and you didn&amp;#039;t created offsets in the FIX, PRIS or REV, use 0, 0, 0 here.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: #CC0000;&quot;&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;strong&gt;6&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Here you can select the parent of the SUR group.&lt;br /&gt;Do never use this to create a single group consisting of multiple meshes! All meshes using the same name will be merged automatically to one group.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If you merge multiple meshes of the same name into one group, the Center and Belongs To of the first one will be used always!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;strong&gt;Tips, Bug Workaround And Known Bugs&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;To improve readability for yourself you always should sort all groups and hardpoints in Milkshape so it looks similar like in the screen above. This could avoid mistakes made by you.&lt;br /&gt;&lt;br /&gt;The Converter is still not perfect since the SUR format is still not perfectly copied by Schmackbolzen.&lt;br /&gt;There are two major bugs:&lt;br /&gt;&lt;br /&gt;&lt;ul class=&quot;forumlist&quot;&gt;&lt;li class=&quot;forumlist&quot;&gt;Moveable groups must be always on the bottom of the list or it will randomly transforms meshes of separate groups to Root.&lt;/li&gt;&lt;br /&gt;&lt;li class=&quot;forumlist&quot;&gt;Do not use Moveable groups consisting of multiple meshes. Belongs To could help, but is not recommended.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;In rare cases a SUR can be bugged (means, sometimes you can fly through parts of it). Try to change meshes of your SUR a bit (change position, resize just a little, create new convex model etc.) This &lt;u&gt;could &lt;/u&gt;help.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul class=&quot;forumlist&quot;&gt;&lt;li class=&quot;forumlist&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=54272#forumpost54272&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SURs - How to: #4 - Example: Fighter&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li class=&quot;forumlist&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=54392#forumpost54392&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SURs - How to: #5 - Example: Battleship&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Any questions? Ask!&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Alternative links to P1p3rs Milkshape CMP plugins (mirror uploaded 8. November 2012):&lt;br /&gt;&lt;a href=&quot;http://www.erikszeug.de/files/Other/Freelancer/MilkshapePlugins/msCMPImporter.dll&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;CMPImporter.dll&lt;/a&gt;&lt;br /&gt;&lt;a href=&quot;http://www.erikszeug.de/files/Other/Freelancer/MilkshapePlugins/msCMPExporter.dll&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;CMPExporter.dll&lt;/a&gt;</description>
      <pubDate>Thu, 08 Nov 2012 00:16:42 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5102&amp;forum=26&amp;post_id=54176#forumpost54176</guid>
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      <title>Re: SURs - How to: #1 - Creating The Physical Model [by Alucard]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5100&amp;forum=26&amp;post_id=54175#forumpost54175</link>
      <description>Tutorials::SURs - How to: #1 - Creating The Physical Model&lt;br /&gt;
Good stuff, keep them coming.</description>
      <pubDate>Wed, 07 Nov 2012 23:10:16 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5100&amp;forum=26&amp;post_id=54175#forumpost54175</guid>
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      <title>SURs - How to: #2 - About Surface (SUR) Files [by Skotty.]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5101&amp;forum=26&amp;post_id=54174#forumpost54174</link>
      <description>Tutorials::SURs - How to: #2 - About Surface (SUR) Files&lt;br /&gt;
&lt;ul class=&quot;forumlist&quot;&gt;&lt;li class=&quot;forumlist&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=54168#forumpost54168&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SURs - How to: #1 - Creating The Physical Model&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: x-large;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=40875#forumpost40875&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;.OBJ to .SUR Converter&lt;/a&gt; - How To:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;#2 - About Surface (SUR) Files&lt;/strong&gt;&lt;/div&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Freelancer needs SUR files to generate collisions/physics of objects and their groups. A SUR group always must have the same name of the CMP group it is assigned to (do not forget the common _lod1 ending!). Because of this, SUR groups always move with their parent CMP group. They do not move with other SUR groups. Every single SUR group can consist of multiple convex meshes (see last Chapter).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;For Freelancer there are four kinds of SUR groups:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style=&quot;font-size: large;&quot;&gt;The following explanations are valid for NPCs and just partially for players!&lt;/span&gt;&lt;/strong&gt; (See below)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Root Group&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Root groups are assigned to the CMPs/3DBs root group. They can&amp;#039;t be animated, moved or separated/destroyed. They will always collide as long as it&amp;#039;s parent group exists.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Static Groups&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;For multi part objects you need to use Static groups. They are, as always, parented to the CMP group with the same name. They can be destroyed/separated and their assigned CMP group moves with them through space as soon as this happened. Static groups are &lt;i&gt;not&lt;/i&gt; recommended for animated groups! &lt;br /&gt;Static is cheap to compute and must be always used if the additional group is not meant to be animated!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Moveable Groups&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;To create physics/collisions for animated CMP groups, you have to use Moveable groups and assign them to their CMP counterpart. They can also be separated/destroyed and act as Static groups.&lt;br /&gt;Just use Moveable groups if the group is meant to be animated, because they are more expensive to compute!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Hardpoint SURs&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Hardpoint groups must have the exact name of the hardpoint they are assigned to!&lt;br /&gt;These groups are used/activated as soon as the hardpoint is used. However, they are not separable. They are a health proxy for the equipment mounted there. They also collide with other objects.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;You can of course parent groups to other groups. And if a group in between gets separated or is animated, its child groups will always move together with their parent. In case of animations, Hardpoint or Static groups will follow this animation, but aren&amp;#039;t updated often (&amp;quot;jumping around&amp;quot;).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: large;&quot;&gt;&lt;strong&gt;Freelancer-Caused Problems With Group Collisions&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;We all know, Freelancer always has surprises for us. And for SURs we have some problems caused by how Freelancer works.&lt;br /&gt;All those things you read about the groups so far are valid for NPCs. For players, there are some limitations/bugs:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Static Groups&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;If a player loses a Static SUR group of &lt;strong&gt;his own ship&lt;/strong&gt; (for example a wing), he will still collide with this &amp;quot;not existing&amp;quot; part.&lt;br /&gt;(Sometimes there are bugs that cause no collision, but this is not intended.)&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Moveable Groups&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The player never collides with Moveable SUR groups of &lt;strong&gt;his own ship&lt;/strong&gt;. So, always try to avoid Moveable SUR groups on player ships!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Hardpoint SURs&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Hardpoints on the &lt;strong&gt;players own ship&lt;/strong&gt; will never be deactivated. They will always collide, even if there is no gun attached to.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Additional, a player will never be able to collide with his own debris (if you lost a wing, you can&amp;#039;t collide with it).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Other players are always treated like NPCs!&lt;/strong&gt; So their Moveable groups will collide with you, their destroyed Static parts will not hit you, their debris will damage you, their not used hardpoints will not collide with you. Like NPCs.&lt;br /&gt;All those limitations you just read are &lt;strong&gt;only valid for your own ship you are flying and nobody else&lt;/strong&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Some technical background information for interested people:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Static groups will always be twice in a model. One version of it is always where it is placed in the OBJ file. The second one is placed on the center coordinates (by default: 0,0,0). The first one is working for collisions if it is still part of the ship, the second one gets activated as soon as the part gets separated.&lt;br /&gt;&lt;br /&gt;Moveable groups will always just exist once in the SUR. This makes them freely moveable, because they are &amp;quot;separated from beginning on&amp;quot;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul class=&quot;forumlist&quot;&gt;&lt;li class=&quot;forumlist&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=54176#forumpost54176&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SURs - How to: #3 - The .OBJ to .SUR Converter&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li class=&quot;forumlist&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=54272#forumpost54272&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SURs - How to: #4 - Example: Fighter&lt;/a&gt;&lt;/li&gt;&lt;br /&gt;&lt;li class=&quot;forumlist&quot;&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?post_id=54392#forumpost54392&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SURs - How to: #5 - Example: Battleship&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Any questions? Ask!&lt;/strong&gt;</description>
      <pubDate>Wed, 07 Nov 2012 22:55:38 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5101&amp;forum=26&amp;post_id=54174#forumpost54174</guid>
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      <title>Re: [General Tutorials] Beginners tutorial [by CK256]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=262&amp;forum=26&amp;post_id=53841#forumpost53841</link>
      <description>Tutorials::[General Tutorials] Beginners tutorial&lt;br /&gt;
If you&amp;#039;re just starting out I&amp;#039;d recommend you read Giskards section on system building see the link below&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://www.gamefaqs.com/pc/913966-freelancer/faqs/25096&quot; title=&quot;http://www.gamefaqs.com/pc/913966-freelancer/faqs/25096&quot; rel=&quot;external&quot;&gt;http://www.gamefaqs.com/pc/913966-freelancer/faqs/25096&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;scroll down (about 40%) to find&lt;br /&gt;&lt;br /&gt;&amp;quot;System Building from scratch by giskard&amp;quot;&lt;br /&gt;&lt;br /&gt;This will cover the basics of what you&amp;#039;re wanting to do in relation to bases, tradelanes, planets etc</description>
      <pubDate>Thu, 25 Oct 2012 08:16:15 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=262&amp;forum=26&amp;post_id=53841#forumpost53841</guid>
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      <title>Re: [General Tutorials] Video Tutorials: Systems, Bases,  Ships, Weapons, Solars [by Tolje]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=988&amp;forum=26&amp;post_id=53757#forumpost53757</link>
      <description>Tutorials::[General Tutorials] Video Tutorials: Systems, Bases,  Ships, Weapons, Solars&lt;br /&gt;
this would be great to get them on a good place here!</description>
      <pubDate>Thu, 18 Oct 2012 16:07:06 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=988&amp;forum=26&amp;post_id=53757#forumpost53757</guid>
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      <title>Re: [Information] Server Side Ini&#039;s [by starworlds]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=346&amp;forum=26&amp;post_id=53522#forumpost53522</link>
      <description>Tutorials::[Information] Server Side Ini&#039;s&lt;br /&gt;
anything would be good mate lol, im currently stuck still trying to work out the problem with the mod im working on, but a reference to know what i can do server side would be excellent</description>
      <pubDate>Mon, 08 Oct 2012 15:29:11 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=346&amp;forum=26&amp;post_id=53522#forumpost53522</guid>
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      <title>Re: [Modelling Tutorial] Creating Custom Planets Guide 1 [by JONG]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=287&amp;forum=26&amp;post_id=52044#forumpost52044</link>
      <description>Tutorials::[Modelling Tutorial] Creating Custom Planets Guide 1&lt;br /&gt;
The download link was dead, may anyone have this tutorial files can share for me?&lt;br /&gt;&lt;br /&gt;Thanks for your help.</description>
      <pubDate>Thu, 07 Jun 2012 00:46:46 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=287&amp;forum=26&amp;post_id=52044#forumpost52044</guid>
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      <title>Re: Animation / Wing Folding [by Gisteron]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2031&amp;forum=26&amp;post_id=51796#forumpost51796</link>
      <description>Tutorials::Animation / Wing Folding&lt;br /&gt;
if you have a hex editor, that&amp;#039;ll do, too for renaming parts. a good setup is with 16 characters each row.</description>
      <pubDate>Thu, 17 May 2012 17:11:11 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2031&amp;forum=26&amp;post_id=51796#forumpost51796</guid>
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      <title>Re: Adding glowmaps to models [by Kremit]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=425&amp;forum=26&amp;post_id=48825#forumpost48825</link>
      <description>Tutorials::Adding glowmaps to models&lt;br /&gt;
After the mission where you snatch the proteos tomb (sp..) and blow up Tekagi... I&amp;#039;ve always wanted to make Trent&amp;#039;s eyes glow similar to the shade of color on the ships I&amp;#039;ve cloned, retextured and added (not replacing originals) to game.. I&amp;#039;m not very good with .thn&amp;#039;s or .ale&amp;#039;s which is how Tekagi&amp;#039;s eye, head and hands generate the effects during the Cutscene.&lt;br /&gt;&lt;br /&gt;Since I&amp;#039;m no good at editting the arrays of long numbers, I was hoping I might be able to accomplish something similar with the pi_pirate5_head.dfm that trent&amp;#039;s character uses. I noticed there is already a glow map for the eyes, but no bright colors in it.. just looks like a black 32x32 image (mip0). After changing it to a color similar to my ships, I recompiled the dfm with Freelancer XML Project.. same way I extracted the necessary images by bulk.&lt;br /&gt;&lt;br /&gt;After that failed to glow, I confirmed in UTF that the images did update in the texture library. Also confirmed the int array for Material Library\eyetealblue\Et_flags looks like:&lt;br /&gt;64&lt;br /&gt;0&lt;br /&gt;&lt;br /&gt;Also string value for Material Library\eyetealblue\Et_name was already pointing to the tga reference in Texture Libraries that holds all the mip maps. Also confirmed, since there isn&amp;#039;t an Ec_??? in the file, that Material Library\eyetealblue\Type is: DcDtEt.&lt;br /&gt;&lt;br /&gt;Still failed in both cutscenes and just normal character walking between bar/equipment room/ship dealer, etc.. So I tried to apply a 60% opacity to Trent&amp;#039;s eyes, hoping the glow might shine through, but still nothing..&lt;br /&gt;&lt;br /&gt;Can this method be done to the .dfm? or do I need to do it through the .thn&amp;#039;s using .ale references? Is it possible to place a hardpoint or &amp;quot;mount&amp;quot; a light in the head&amp;#039;s skull that would illuminate the desired color I&amp;#039;m looking for and shine through the, now, semi-transparent eyeballs? Also willing to try any other ideas to accomplish this feat other than manually editting .ale&amp;#039;s and .thn&amp;#039;s in notepad..</description>
      <pubDate>Mon, 07 Nov 2011 23:56:39 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=425&amp;forum=26&amp;post_id=48825#forumpost48825</guid>
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      <title>Re: Battle Tech Freelancer Mod [by Hahukum_Konn]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4456&amp;forum=26&amp;post_id=48238#forumpost48238</link>
      <description>Tutorials::Battle Tech Freelancer Mod&lt;br /&gt;
Definitely a security risk. As a matter of routine principle I don&amp;#039;t take part in such remote sessions. There should be ample Youtube videos to consult, though.</description>
      <pubDate>Fri, 07 Oct 2011 22:20:34 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4456&amp;forum=26&amp;post_id=48238#forumpost48238</guid>
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      <title>Re: [General Tutorials] Battleship Encounters [by Moonhead]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=264&amp;forum=26&amp;post_id=47860#forumpost47860</link>
      <description>Tutorials::[General Tutorials] Battleship Encounters&lt;br /&gt;
&lt;span style=&quot;color: #3399FF;&quot;&gt;&lt;i&gt;What follows below is a 99.999% repost of the post above, except that I removed all those awful &lt;/i&gt;&lt;strong&gt;[br /]&lt;/strong&gt;&lt;i&gt; tags, altered a word here and there, and applied some text makeup.  Although I&amp;#039;m very grateful to Roo Avery and Gibbon that they saved this great tutorial from oblivion, I think it deserves a more readable layout. If a moderator or admin is displeased by my repost, they&amp;#039;re free to delete it.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Roo Avery wrote:&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Author of this tutorial is unknown but if he/she wants to contact me i&amp;#039;ll amend the tutorial. The Starport would like to thank Gibbon for allowing us to use this Tutorial after he posted it on Lancers Reactor.&lt;br /&gt;&lt;br /&gt;This little guide will teach you how to compose and apply six encounter templates to spice up your FL world. The main ingredient? Variety! Tired of battling wave after wave of fighters? Look no further, it&amp;#039;s time to dust off those poor unemployed Sunslayer torpedoes! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Note: all modifications made here are entirely server-side (meaning clients can connect and join the fray without having to download any files).&lt;br /&gt;&lt;br /&gt;Another note: ensure that &amp;quot;hide file extensions for known filetypes&amp;quot; (Windows Explorer ==&amp;gt;&amp;gt; Tools ==&amp;gt;&amp;gt; Folder Options ==&amp;gt;&amp;gt; View) is NOT marked.&lt;br /&gt;&lt;br /&gt;One more note: make backups! Save &amp; close each file before opening the next!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&amp;quot;Ok, here&amp;#039;s what&amp;#039;s going on...&amp;quot;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;1) browse to DATA/MISSIONS/ENCOUNTERS and create the following files: &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;capitalships_Bretonia.ini&lt;br /&gt;capitalships_Kusari.ini&lt;br /&gt;capitalships_Liberty.ini&lt;br /&gt;capitalships_Nomads.ini&lt;br /&gt;capitalships_Rheinland.ini&lt;br /&gt;capitalships_Escorts.ini&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2a) open capitalships_Bretonia.ini and paste the following text:&lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[EncounterFormation]&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;1,&amp;nbsp;1,&amp;nbsp;sc_battleships&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_leader_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;2,&amp;nbsp;2,&amp;nbsp;sc_destroyers&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;3,&amp;nbsp;3,&amp;nbsp;sc_gunboats&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
formation_by_class&amp;nbsp;=&amp;nbsp;battleships&lt;br /&gt;
behavior&amp;nbsp;=&amp;nbsp;wander&lt;br /&gt;
arrival&amp;nbsp;=&amp;nbsp;cruise&lt;br /&gt;
allow_simultaneous_creation&amp;nbsp;=&amp;nbsp;yes&lt;br /&gt;
zone_creation_distance&amp;nbsp;=&amp;nbsp;0&lt;br /&gt;
times_to_create&amp;nbsp;=&amp;nbsp;infinite&lt;br /&gt;
&lt;br /&gt;
[Creation]&lt;br /&gt;
permutation&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;3&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2b) open capitalships_Kusari.ini and paste the following text:&lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[EncounterFormation]&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;1,&amp;nbsp;1,&amp;nbsp;sc_battleships&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_leader_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;2,&amp;nbsp;2,&amp;nbsp;sc_destroyers&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;3,&amp;nbsp;3,&amp;nbsp;sc_gunboats&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
formation_by_class&amp;nbsp;=&amp;nbsp;battleships&lt;br /&gt;
behavior&amp;nbsp;=&amp;nbsp;wander&lt;br /&gt;
arrival&amp;nbsp;=&amp;nbsp;cruise&lt;br /&gt;
allow_simultaneous_creation&amp;nbsp;=&amp;nbsp;yes&lt;br /&gt;
zone_creation_distance&amp;nbsp;=&amp;nbsp;0&lt;br /&gt;
times_to_create&amp;nbsp;=&amp;nbsp;infinite&lt;br /&gt;
&lt;br /&gt;
[Creation]&lt;br /&gt;
permutation&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;3&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2c) open capitalships_Liberty.ini and paste the following text:&lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[EncounterFormation]&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;1,&amp;nbsp;1,&amp;nbsp;sc_battleships&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_leader_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;4,&amp;nbsp;4,&amp;nbsp;sc_cruisers&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
formation_by_class&amp;nbsp;=&amp;nbsp;battleships&lt;br /&gt;
behavior&amp;nbsp;=&amp;nbsp;wander&lt;br /&gt;
arrival&amp;nbsp;=&amp;nbsp;cruise&lt;br /&gt;
allow_simultaneous_creation&amp;nbsp;=&amp;nbsp;yes&lt;br /&gt;
zone_creation_distance&amp;nbsp;=&amp;nbsp;0&lt;br /&gt;
times_to_create&amp;nbsp;=&amp;nbsp;infinite&lt;br /&gt;
&lt;br /&gt;
[Creation]&lt;br /&gt;
permutation&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;3&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2d) open capitalships_Nomads.ini and paste the following text: &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[EncounterFormation]&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;1,&amp;nbsp;1,&amp;nbsp;sc_battleships&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_leader_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;6,&amp;nbsp;6,&amp;nbsp;sc_gunboats&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
formation_by_class&amp;nbsp;=&amp;nbsp;battleships&lt;br /&gt;
behavior&amp;nbsp;=&amp;nbsp;wander&lt;br /&gt;
arrival&amp;nbsp;=&amp;nbsp;cruise&lt;br /&gt;
allow_simultaneous_creation&amp;nbsp;=&amp;nbsp;yes&lt;br /&gt;
zone_creation_distance&amp;nbsp;=&amp;nbsp;0&lt;br /&gt;
times_to_create&amp;nbsp;=&amp;nbsp;infinite&lt;br /&gt;
&lt;br /&gt;
[Creation]&lt;br /&gt;
permutation&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;3&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2e) open capitalships_Rheinland.ini and paste the following text: &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[EncounterFormation]&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;1,&amp;nbsp;1,&amp;nbsp;sc_battleships&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_leader_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;2,&amp;nbsp;2,&amp;nbsp;sc_cruisers&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;3,&amp;nbsp;3,&amp;nbsp;sc_gunboats&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
formation_by_class&amp;nbsp;=&amp;nbsp;battleships&lt;br /&gt;
behavior&amp;nbsp;=&amp;nbsp;wander&lt;br /&gt;
arrival&amp;nbsp;=&amp;nbsp;cruise&lt;br /&gt;
allow_simultaneous_creation&amp;nbsp;=&amp;nbsp;yes&lt;br /&gt;
zone_creation_distance&amp;nbsp;=&amp;nbsp;0&lt;br /&gt;
times_to_create&amp;nbsp;=&amp;nbsp;infinite&lt;br /&gt;
&lt;br /&gt;
[Creation]&lt;br /&gt;
permutation&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;3&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2f) open capitalships_Escorts.ini and paste the following text:&lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[EncounterFormation]&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;1,&amp;nbsp;1,&amp;nbsp;sc_fighters&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_leader_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
ship_by_class&amp;nbsp;=&amp;nbsp;3,&amp;nbsp;3,&amp;nbsp;sc_fighters&lt;br /&gt;
pilot_job&amp;nbsp;=&amp;nbsp;assault_job&lt;br /&gt;
make_class&amp;nbsp;=&amp;nbsp;wanderer&lt;br /&gt;
formation_by_class&amp;nbsp;=&amp;nbsp;fighters&lt;br /&gt;
behavior&amp;nbsp;=&amp;nbsp;wander&lt;br /&gt;
arrival&amp;nbsp;=&amp;nbsp;cruise&lt;br /&gt;
allow_simultaneous_creation&amp;nbsp;=&amp;nbsp;yes&lt;br /&gt;
zone_creation_distance&amp;nbsp;=&amp;nbsp;0&lt;br /&gt;
times_to_create&amp;nbsp;=&amp;nbsp;infinite&lt;br /&gt;
&lt;br /&gt;
[Creation]&lt;br /&gt;
permutation&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;3&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;3) browse to DATA/MISSIONS and open faction_prop.ini &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;strong&gt;4a) search for the string affiliation = br_n_grp and paste the following text (preferably below the existing block of data): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;npc_ship&amp;nbsp;=&amp;nbsp;Bretonia_Gunboat&lt;br /&gt;
npc_ship&amp;nbsp;=&amp;nbsp;Bretonia_Destroyer&lt;br /&gt;
npc_ship&amp;nbsp;=&amp;nbsp;Bretonia_Battleship&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;gunboats,&amp;nbsp;gunboat_wall&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;destroyers,&amp;nbsp;destroyer_wall&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;battleships,&amp;nbsp;battleship_wall&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;4b) search for the string affiliation = ku_n_grp and paste the following text (preferably below the existing block of data): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;npc_ship&amp;nbsp;=&amp;nbsp;Kusari_Gunboat&lt;br /&gt;
npc_ship&amp;nbsp;=&amp;nbsp;Kusari_Destroyer&lt;br /&gt;
npc_ship&amp;nbsp;=&amp;nbsp;Kusari_Battleship&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;gunboats,&amp;nbsp;gunboat_wall&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;destroyers,&amp;nbsp;destroyer_wall&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;battleships,&amp;nbsp;battleship_wall&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;4c) search for the string affiliation = li_n_grp and paste the following text (preferably below the existing block of data): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;npc_ship&amp;nbsp;=&amp;nbsp;Liberty_Cruiser&lt;br /&gt;
npc_ship&amp;nbsp;=&amp;nbsp;Liberty_Battleship&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;cruisers,&amp;nbsp;cruiser_wall&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;battleships,&amp;nbsp;battleship_wall&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;4d) search for the string affiliation = fc_n_grp and paste the following text (preferably below the existing block of data): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;npc_ship&amp;nbsp;=&amp;nbsp;Nomad_Gunboat&lt;br /&gt;
npc_ship&amp;nbsp;=&amp;nbsp;Nomad_Battleship&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;gunboats,&amp;nbsp;gunboat_wall&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;battleships,&amp;nbsp;battleship_wall&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;4e) search for the string affiliation = rh_n_grp and paste the following text (preferably below the existing block of data): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;npc_ship&amp;nbsp;=&amp;nbsp;Rheinland_Gunboat&lt;br /&gt;
npc_ship&amp;nbsp;=&amp;nbsp;Rheinland_Cruiser&lt;br /&gt;
npc_ship&amp;nbsp;=&amp;nbsp;Rheinland_Battleship&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;gunboats,&amp;nbsp;gunboat_wall&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;cruisers,&amp;nbsp;cruiser_wall&lt;br /&gt;
formation&amp;nbsp;=&amp;nbsp;battleships,&amp;nbsp;battleship_wall&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;5) browse to DATA/MISSIONS, open formations.ini, and paste the following text (preferably at the end of the file): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[Formation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;battleship_wall&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;400,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;-400,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;200,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;400,&amp;nbsp;200,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;-400,&amp;nbsp;200,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;400,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;400,&amp;nbsp;200,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;-200,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;400,&amp;nbsp;-200,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;-400,&amp;nbsp;-200,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;400,&amp;nbsp;-200,&amp;nbsp;0&lt;br /&gt;
pl_pos&amp;nbsp;=&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;500&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;6) browse to DATA/MISSIONS, open npcships.ini and paste the following text (preferably at the end of the file): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Bretonia_Gunboat&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Bretonia_Gunboat_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;br_gunboat&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;gunboat_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;GUNBOAT&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_gunboat,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Bretonia_Destroyer&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Bretonia_Destroyer_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;br_destroyer&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;destroyer_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_destroyer,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Bretonia_Battleship&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Bretonia_Battleship_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;br_battleship&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;battleship_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_battleship,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Kusari_Gunboat&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Kusari_Gunboat_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;ku_gunboat&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;gunboat_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;GUNBOAT&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_gunboat,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Kusari_Destroyer&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Kusari_Destroyer_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;ku_destroyer&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;destroyer_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_destroyer,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Kusari_Battleship&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Kusari_Battleship_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;ku_battleship&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;battleship_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_battleship,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Liberty_Cruiser&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Liberty_Cruiser_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;li_cruiser&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;cruiser_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_cruiser,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Liberty_Battleship&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Liberty_Battleship_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;li_dreadnought&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;battleship_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_battleship,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Nomad_Gunboat&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Nomad_Gunboat_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;no_gunboat&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;MSN12_Nomad_Gunboat&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;GUNBOAT&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;unlawful,&amp;nbsp;class_gunboat,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Nomad_Battleship&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Nomad_Battleship_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;no_battleship&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;MSN12_Nomad_Battleship&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;unlawful,&amp;nbsp;class_battleship,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Rheinland_Gunboat&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Rheinland_Gunboat_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;rh_gunboat&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;gunboat_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;GUNBOAT&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_gunboat,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Rheinland_Cruiser&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Rheinland_Cruiser_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;rh_cruiser&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;cruiser_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_cruiser,&amp;nbsp;d19&lt;br /&gt;
&lt;br /&gt;
[NPCShipArch]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Rheinland_Battleship&lt;br /&gt;
loadout&amp;nbsp;=&amp;nbsp;Rheinland_Battleship_Loadout&lt;br /&gt;
level&amp;nbsp;=&amp;nbsp;d19&lt;br /&gt;
ship_archetype&amp;nbsp;=&amp;nbsp;rh_battleship&lt;br /&gt;
pilot&amp;nbsp;=&amp;nbsp;battleship_default&lt;br /&gt;
state_graph&amp;nbsp;=&amp;nbsp;CRUISER&lt;br /&gt;
npc_class&amp;nbsp;=&amp;nbsp;lawful,&amp;nbsp;class_battleship,&amp;nbsp;d19&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;7) browse to DATAMISSIONS, open shipclasses.ini and paste the following text (preferably at the end of the file): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[ShipClass]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;sc_destroyers&lt;br /&gt;
member&amp;nbsp;=&amp;nbsp;class_destroyer&lt;br /&gt;
&lt;br /&gt;
[ShipClass]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;sc_battleships&lt;br /&gt;
member&amp;nbsp;=&amp;nbsp;class_battleship&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;8 ) browse to DATA/SHIPS, open loadouts_special.ini and paste the following text (preferably at the end of the file): &lt;/strong&gt; &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Bretonia_Gunboat_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;br_gunboat&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_bg_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_gunvessel&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_gunboat_forward_gun01,&amp;nbsp;HpTurret_B3_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_gunboat_forward_gun01,&amp;nbsp;HpTurret_B3_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_gunboat_turret01,&amp;nbsp;HpTurret_B3_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_gunboat_turret01,&amp;nbsp;HpTurret_B4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_gunboat_turret01,&amp;nbsp;HpTurret_B4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_gunboat_turret01,&amp;nbsp;HpTurret_B4_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumRed,&amp;nbsp;HpRunningLight14&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumRed,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumRed,&amp;nbsp;HpRunningLight11&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumRed,&amp;nbsp;HpRunningLight09&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumRed,&amp;nbsp;HpRunningLight01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Bretonia_Destroyer_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;br_destroyer&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_bd_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_destroyer_turret03,&amp;nbsp;HpTurret_B1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_destroyer_turret03,&amp;nbsp;HpTurret_B2_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_destroyer_turret03,&amp;nbsp;HpTurret_B2_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_destroyer_turret03,&amp;nbsp;HpTurret_B3_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_destroyer_turret03,&amp;nbsp;HpTurret_B3_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_destroyer_turret03,&amp;nbsp;HpTurret_B4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_destroyer_turret03,&amp;nbsp;HpTurret_B4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight14&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight10&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight12&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight17&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Bretonia_Battleship_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;br_battleship&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_bb_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_battleship&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_flak_turret01,&amp;nbsp;HpTurret_B4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_flak_turret01,&amp;nbsp;HpTurret_B4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B1_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B1_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B2_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B2_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B2_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B2_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B4_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B4_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;br_battleship_turret03,&amp;nbsp;HpTurret_B4_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight19&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight20&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight09&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight10&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight11&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeRed,&amp;nbsp;HpRunningLight05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Kusari_Gunboat_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;ku_gunboat&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_gunvessel&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_kg_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_gunboat_forward_gun01,&amp;nbsp;HpTurret_K5_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_gunboat_turret01,&amp;nbsp;HpTurret_K4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_gunboat_turret01,&amp;nbsp;HpTurret_K4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_gunboat_turret01,&amp;nbsp;HpTurret_K4_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Kusari_Destroyer_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;ku_destroyer&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_destroyer&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_kd_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K1_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K2_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K2_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K2_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K2_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K2_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K4_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K4_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K4_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_destroyer_turret01,&amp;nbsp;HpTurret_K4_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumGreen,&amp;nbsp;HpRunningLight06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Kusari_Battleship_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;ku_battleship&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_battleship&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_kb_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_flak_turret01,&amp;nbsp;HpTurret_K3_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_flak_turret01,&amp;nbsp;HpTurret_K3_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K1_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K1_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K1_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K1_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K1_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K1_07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K1_08&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K3_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K3_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K3_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K3_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K3_07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K3_08&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K3_09&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ku_battleship_turret01,&amp;nbsp;HpTurret_K3_10&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeGreen,&amp;nbsp;HpRunningLight08&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeGreen,&amp;nbsp;HpRunningLight07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeGreen,&amp;nbsp;HpRunningLight01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeGreen,&amp;nbsp;HpRunningLight04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeGreen,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeGreen,&amp;nbsp;HpRunningLight10&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Liberty_Cruiser_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;li_cruiser&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_lc_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_cruiser&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_cruiser_forward_gun01,&amp;nbsp;HpWeapon01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_cruiser_missile_turret01,&amp;nbsp;HpTurret_L5_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_cruiser_missile_turret01,&amp;nbsp;HpTurret_L5_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_cruiser_turret01,&amp;nbsp;HpTurret_L5_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_cruiser_turret01,&amp;nbsp;HpTurret_L5_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_cruiser_turret01,&amp;nbsp;HpTurret_L5_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_cruiser_turret01,&amp;nbsp;HpTurret_L5_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_cruiser_turret01,&amp;nbsp;HpTurret_L5_07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight08&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight09&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Liberty_Battleship_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;li_dreadnought&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_battleship&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_lbd_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_flak_turret01,&amp;nbsp;HpTurret_L4_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_flak_turret01,&amp;nbsp;HpTurret_L4_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_turret01,&amp;nbsp;HpTurret_L1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_turret01,&amp;nbsp;HpTurret_L2_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_turret01,&amp;nbsp;HpTurret_L3_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_turret01,&amp;nbsp;HpTurret_L4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_turret01,&amp;nbsp;HpTurret_L4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_turret01,&amp;nbsp;HpTurret_L4_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_turret01,&amp;nbsp;HpTurret_L4_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;li_battleship_turret01,&amp;nbsp;HpTurret_L4_07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight15&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight17&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight33&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight09&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight11&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeBlue,&amp;nbsp;HpRunningLight34&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Nomad_Gunboat_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;no_gunboat&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_ng_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_06&lt;br /&gt;
cargo&amp;nbsp;=&amp;nbsp;special_nomad_gun02,&amp;nbsp;1&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Nomad_Battleship_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;no_battleship&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_08&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_09&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_10&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_11&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_12&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_13&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_14&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;nomad_turret01_mark01,&amp;nbsp;Hp_1_15&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;fx_Nomad_battleship_engine,&amp;nbsp;HpEngine01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Rheinland_Gunboat_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;rh_gunboat&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_gunvessel&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_rg_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_gunboat_forward_gun01,&amp;nbsp;HpWeapon01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_gunboat_missile_turret01,&amp;nbsp;HpTurret_R4_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_gunboat_missile_turret01,&amp;nbsp;HpTurret_R4_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_gunboat_turret02,&amp;nbsp;HpTurret_R3_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_gunboat_turret02,&amp;nbsp;HpTurret_R4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_gunboat_turret02,&amp;nbsp;HpTurret_R4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_gunboat_turret02,&amp;nbsp;HpTurret_R4_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumYellow,&amp;nbsp;HpRunningLight01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumYellow,&amp;nbsp;HpRunningLight02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumYellow,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumYellow,&amp;nbsp;HpRunningLight06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowMediumYellow,&amp;nbsp;HpRunningLight09&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Rheinland_Cruiser_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;rh_cruiser&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_tractor_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_cruiser&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_rc_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R2_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R2_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R2_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R2_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R2_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R2_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R3_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R3_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R4_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R4_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R4_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_cruiser_turret04,&amp;nbsp;HpTurret_R4_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight14&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight08&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;LargeWhiteSpecial,&amp;nbsp;HpHeadLight01&lt;br /&gt;
&lt;br /&gt;
[Loadout]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Rheinland_Battleship_Loadout&lt;br /&gt;
archetype&amp;nbsp;=&amp;nbsp;rh_battleship&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;infinite_power&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_s_scanner_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;sfx_rumble_battleship&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_flak_turret01,&amp;nbsp;HpTurret_R4_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_flak_turret01,&amp;nbsp;HpTurret_R4_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R1_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R1_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R1_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R1_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R2_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R2_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R2_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R2_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R3_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R3_02&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R3_03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R3_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R3_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R3_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R4_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R4_04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R4_05&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R4_06&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;rh_battleship_turret04,&amp;nbsp;HpTurret_R4_07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;ge_rb_engine_01&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;armor_scale_9&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight03&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight04&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight08&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight07&lt;br /&gt;
equip&amp;nbsp;=&amp;nbsp;SlowLargeYellow,&amp;nbsp;HpRunningLight05&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Now onto the juicy meat and succulent bones: controlling where your fleets spawn! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Browse to DATA/UNIVERSE/SYSTEMS&lt;/strong&gt; ... then take a moment to get your bearings. You&amp;#039;re looking at a bunch of cryptically-named folders, each of which represents a system. A complete list of map-to-system names can be found in most basic modding resources, but let&amp;#039;s focus our attention on LI01 for now. That&amp;#039;s the first system (New York) in Liberty space (hence the abbreviation &amp;quot;LI01&amp;quot; ), and it&amp;#039;s an ideal location for our testing ground. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;9) Browse to DATA/UNIVERSE/SYSTEMS/LI01&lt;/strong&gt;, open li01.ini, search for the string nickname = Zone_Li01_001_Planet_Li01_01 (the area of space around Manhattan), and paste the following text (preferably below the existing block of data): &lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;encounter&amp;nbsp;=&amp;nbsp;capitalships_Liberty,&amp;nbsp;19,&amp;nbsp;1.000000&lt;br /&gt;
faction&amp;nbsp;=&amp;nbsp;li_n_grp,&amp;nbsp;1.000000&lt;br /&gt;
encounter&amp;nbsp;=&amp;nbsp;capitalships_Escorts,&amp;nbsp;19,&amp;nbsp;1.000000&lt;br /&gt;
faction&amp;nbsp;=&amp;nbsp;li_n_grp,&amp;nbsp;1.000000&lt;br /&gt;
&lt;br /&gt;
[EncounterParameters]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;capitalships_Liberty&lt;br /&gt;
filename&amp;nbsp;=&amp;nbsp;missions\encounters\capitalships_Liberty.ini&lt;br /&gt;
&lt;br /&gt;
[EncounterParameters]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;capitalships_Escorts&lt;br /&gt;
filename&amp;nbsp;=&amp;nbsp;missions\encounters\capitalships_Escorts.ini&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;10) You&amp;#039;re done! &lt;/strong&gt; Take off from Manhattan and blast away (or just admire the view, which is a wiser course of action)! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;11) You can also summon ships from the other houses. &lt;/strong&gt; Here&amp;#039;s how. &lt;br /&gt;&lt;br /&gt;In general, the format for generating a small fleet affiliated with HOUSE is:&lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;encounter&amp;nbsp;=&amp;nbsp;capitalships_HOUSENAME,&amp;nbsp;19,&amp;nbsp;1.000000&lt;br /&gt;
faction&amp;nbsp;=&amp;nbsp;GROUPNAME,&amp;nbsp;1.000000&lt;br /&gt;
encounter&amp;nbsp;=&amp;nbsp;capitalships_Escorts,&amp;nbsp;19,&amp;nbsp;1.000000&lt;br /&gt;
faction&amp;nbsp;=&amp;nbsp;GROUPNAME,&amp;nbsp;1.000000&lt;br /&gt;
&lt;br /&gt;
[EncounterParameters]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;capitalships_HOUSENAME&lt;br /&gt;
filename&amp;nbsp;=&amp;nbsp;missions\encounters\capitalships_HOUSENAME.ini&lt;br /&gt;
&lt;br /&gt;
[EncounterParameters]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;capitalships_Escorts&lt;br /&gt;
filename&amp;nbsp;=&amp;nbsp;missions\encounters\capitalships_Escorts.ini&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Where HOUSENAME can be Bretonia, Kusari, Liberty, Nomads, or Rheinland, and&lt;br /&gt;where GROUPNAME can be br_n_grp (Bretonia Armed Forces), ku_n_grp (Kusari Naval Forces), li_n_grp (Liberty Navy), fc_n_grp (Nomads), or rh_n_grp (Rheinland Military). Substitute as desired.&lt;br /&gt;&lt;br /&gt;It&amp;#039;s possible to spawn more than one fleet simultaneously! Simply copy the encounter= and faction= parameters as many times as you like, but raise the density restriction of the zone you&amp;#039;re calling them in (rule of thumb: default value + total fleet size). You only need to insert the [EncounterParameters] once per system. I&amp;#039;ll leave populating the universe with military patrols to your imagination.&lt;br /&gt;</description>
      <pubDate>Sat, 24 Sep 2011 17:04:15 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=264&amp;forum=26&amp;post_id=47860#forumpost47860</guid>
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      <title>Re: [General Tutorials] Complete Guide to getting Missions against Nomads [by robocop]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1463&amp;forum=26&amp;post_id=47149#forumpost47149</link>
      <description>Tutorials::[General Tutorials] Complete Guide to getting Missions against Nomads&lt;br /&gt;
I don&amp;#039;t know about SP. I know it works in MP.&lt;br /&gt;I also don&amp;#039;t know why missions are not showing up with your added faction without seeing the mod.&lt;br /&gt;&lt;br /&gt;Does the faction have an enemy populating the system? I don&amp;#039;t remember off hand if they have to be populating a base, but at least they need to be showing up in chance encounters.&lt;br /&gt;&lt;br /&gt;Both factions need to be populating the system. The faction offering the missions needs to populate a base in the system (obvious). The vignettes need to be within 40k of the base offering the missions, and at least one of those vignettes should be overlapping the base.&lt;br /&gt;&lt;br /&gt;Finally, the two factions need to be hostile with each other. This is set in empathy.ini and intitialworld.ini.</description>
      <pubDate>Sat, 20 Aug 2011 19:16:22 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1463&amp;forum=26&amp;post_id=47149#forumpost47149</guid>
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      <title>Re: Creating .cmps with over 20k polygons [by Mirkha]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2018&amp;forum=26&amp;post_id=47120#forumpost47120</link>
      <description>Tutorials::Creating .cmps with over 20k polygons &lt;br /&gt;
&lt;a href=&quot;http://vimeo.com/17240860&quot; title=&quot;http://vimeo.com/17240860&quot; rel=&quot;external&quot;&gt;http://vimeo.com/17240860&lt;/a&gt;</description>
      <pubDate>Fri, 19 Aug 2011 07:00:10 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2018&amp;forum=26&amp;post_id=47120#forumpost47120</guid>
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      <title>Re: Infinite Hitbox Part Tutorial [by Mirkha]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2017&amp;forum=26&amp;post_id=47119#forumpost47119</link>
      <description>Tutorials::Infinite Hitbox Part Tutorial&lt;br /&gt;
&lt;a href=&quot;http://vimeo.com/16804544&quot; title=&quot;http://vimeo.com/16804544&quot; rel=&quot;external&quot;&gt;http://vimeo.com/16804544&lt;/a&gt;</description>
      <pubDate>Fri, 19 Aug 2011 06:59:01 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2017&amp;forum=26&amp;post_id=47119#forumpost47119</guid>
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      <title>Re: CMP/Animation/Sur creation with 3ds MAX [by w0dk4]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4371&amp;forum=26&amp;post_id=47105#forumpost47105</link>
      <description>Tutorials::CMP/Animation/Sur creation with 3ds MAX&lt;br /&gt;
I&#039;ll need to write a proper documentation some day. The thing with wireframes is that they should be done on the actual model based on the lods (this is how FL does it) rather than by using a seperate mesh for it.&lt;br /&gt;&lt;br /&gt;So in the lod groups, just name the lod you want to be the basis for the wireframe &quot;vwd_lodX&quot; where X is your lod number. This will cause the exporter to use that specific lod for the current components wireframe data.&lt;br /&gt;&lt;br /&gt;If you dont specify anything, I think it&#039;ll always use lod0.&lt;br /&gt;&lt;br /&gt;Anyways, there may be models where even the highest lod has too many vertices. There is a hack for getting higher vertice-count wireframes to work. I&#039;ll need to search for it and I&#039;ll post it on the limit breaking sometime.&lt;br /&gt;However, actually the highest lod should never be really higher than 12k (you have 6 lods at your disposal!) so...</description>
      <pubDate>Thu, 18 Aug 2011 18:54:23 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4371&amp;forum=26&amp;post_id=47105#forumpost47105</guid>
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      <title>Re: Creating FL compatible WAVs using LAME [by Sushi]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1692&amp;forum=26&amp;post_id=33107#forumpost33107</link>
      <description>Tutorials::Creating FL compatible WAVs using LAME&lt;br /&gt;
So, I&#039;ve been trying to track down all the bugs of FW:ToW and I have the notorious MP3 decode error. I used the program you recommend, with the settings you did, M0tah, and I have more errors now as well as a new one wavlib: failed to decompress sound. Any idea what is going on M0tah?  I can send you the spew if you want?</description>
      <pubDate>Wed, 18 Aug 2010 02:34:22 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1692&amp;forum=26&amp;post_id=33107#forumpost33107</guid>
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      <title>Deprecation Notice [by FriendlyFire]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2059&amp;forum=26&amp;post_id=18627#forumpost18627</link>
      <description>Tutorials::Deprecation Notice&lt;br /&gt;
These forums are now deprecated. If you wish to contribute with tips and tricks, please use the &lt;a href=&#039;http://the-starport.net/modules/mediawiki/?title=Main+Page%7CWiki&#039; rel=&#039;external&#039; title=&#039;&#039;&gt;Main Page|Wiki&lt;/a&gt; instead.&lt;br /&gt;&lt;br /&gt;It is also suggested that anyone who has posted tips here carries them over to the Wiki.&lt;br /&gt;&lt;br /&gt;Thank you,&lt;br /&gt;The Starport Staff</description>
      <pubDate>Sat, 15 Aug 2009 21:01:00 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2059&amp;forum=26&amp;post_id=18627#forumpost18627</guid>
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      <title>Re: Shader fixing [by cheeseontoast]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2019&amp;forum=26&amp;post_id=18298#forumpost18298</link>
      <description>Tutorials::Shader fixing&lt;br /&gt;
Nice tut &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d6422f04.gif&quot; alt=&quot;&quot; /&gt; tho i usually tend to just stick to using the smooth modifier and/or going to the faces and making sure all the polygons near it only have 4 sides... else they dont reder correctly in max.</description>
      <pubDate>Sun, 09 Aug 2009 22:21:30 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2019&amp;forum=26&amp;post_id=18298#forumpost18298</guid>
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      <title>Re: Access to tutorial? [by cheeseontoast]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1667&amp;forum=26&amp;post_id=17378#forumpost17378</link>
      <description>Tutorials::Access to tutorial?&lt;br /&gt;
no worries =] welcome to SP &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d4e4c4f2.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Mon, 20 Jul 2009 05:55:22 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1667&amp;forum=26&amp;post_id=17378#forumpost17378</guid>
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      <title>Re: [General Tutorials] Orbiting Planets [by Outlander]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=284&amp;forum=26&amp;post_id=16532#forumpost16532</link>
      <description>Tutorials::[General Tutorials] Orbiting Planets&lt;br /&gt;
Ok i&amp;#039;ve made planets and added appropriate code but something isn&amp;#039;t right the planets do not occlude when going behind sun or each other but appear to pass infront anyone know what i&amp;#039;m doing wrong</description>
      <pubDate>Sun, 21 Jun 2009 20:52:33 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=284&amp;forum=26&amp;post_id=16532#forumpost16532</guid>
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      <title>Re: A note about density =  parameter [by StarTrader]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1792&amp;forum=26&amp;post_id=16105#forumpost16105</link>
      <description>Tutorials::A note about density =  parameter&lt;br /&gt;
Yeh I can confirm this too, it takes any random mission that is declared for that zone. So if the mission defines 8 ships, 8 will be spawned putting you 7 over the 1 remaining.&lt;br /&gt;&lt;br /&gt;Its not an issue normally but I was trying to get a fixed number of ships for a particular engagement.&lt;br /&gt;&lt;br /&gt;The other way is to have encounters spawning only 1 ship, that will be repeated up to the density and/or battle size, but they would all be independent ships, all over the place, not in 1 &amp;quot;wing&amp;quot; and not in a formation.</description>
      <pubDate>Wed, 03 Jun 2009 09:49:40 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1792&amp;forum=26&amp;post_id=16105#forumpost16105</guid>
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