TShips file (X3)

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Structure of TShips T file:

  • Body file - not used
  • Picture ID - not used
  • Yaw
  • Pitch
  • Roll
  • Class - ship class. Names of classes can be changd but classes itself are hardcoded into OBJ files
  • Description - String ID from Page 17 of text resource files
  • Speed
  • Acceleration
  • Engine sound - Index to Sounds file
  • Average reaction delay
  • Engine effect - Index to Effects file
  • Engine glow effect - Unk
  • Reactor output (power) - not used
  • Sound volume min
  • Sound volume max
  • Ship scene - scene containing the ship graphics
  • Cockpit scene - scene containing the cockpit graphics (the real cockpit where you control the ship from)
  • Possible lasers - bit mask
  • Gun count - sum of count of laser parts of all gun records
  • Weapons energy - how is it related to TLaser file energy?
  • Weapons recharge rate - how is it related to TLaser file recharge rate?
  • Shield type - biggest shield the ship can equip - index to TShields file
  • Max shield count - Maximum number of shileds
  • Possible missiles - bit mask
  • Number of missiles (NPC) - Maximum number of missiles an NPC ship can carry
  • Max # of engine tunning
  • Max # of rudder tunning
  • Cargo min (buy) - minimum cargo capacity (when the ship is bought)
  • Cargo max - maximum cargo capacity
  • Predefined Wares
  • Turret descriptor - fixed length array - the reason why there is only 6 + 1 turrets
    • TD 1
      • Cockpit index - index to TCockpits file
      • Cockpit position - front, rear, left, right, top, bottom - not sure what it's used for
    • TD 2
      • Cockpit index
      • Cockpit position
    • TD 3
      • Cockpit index
      • Cockpit position
    • TD 4
      • Cockpit index
      • Cockpit position
    • TD 5
      • Cockpit index
      • Cockpit position
    • TD 6
      • Cockpit index
      • Cockpit position
  • Docking slots - maximum number of ships which can dock
  • Cargo type - maximum cargo size the ship can carry - Ware class of TWare files
  • Race - Race of the ship. Probably only used in Jobs file
  • Hull strength
  • Explosion definition - index to Effects file
  • Body explosion definition - index to Effects file
  • Engine Trail - Particle Emmiter - index to Effects file
  • Variation index - Hauler, Vanguard,... - index to Page 17 in text resource files. The String ID is calculated as 10000 + Variation index
  • Max Rotation Acceleration - How fast the ship can go from 0 to maximum rotation speed
  • Class Description - String ID from Page 17 of text resource files
  • Cockpit count - number of cockpit records
  • Cockpit - repeatable
    • Index - an index of the cockpit - starting from 1
    • Turret index - an index starting from 0. It's not clear what it's purpose (if any)
    • Body ID - Body ID from ship's scene for this cockpit
    • Path index - Path index of the above Body ID
  • Gun groups count - number of gun group records
  • Gun group - repeatable
    • Initial laser index - calculated as 1 + count of laser parts in previous gun groups
    • No of guns - number of laser parts
    • Index - an index of the gun group - starting from 1
    • No of gun records - number of gun records
    • Gun - repeatable
      • Index - an index of the gun. The index continues between gun groups (i.e. it's unique and global)
      • Count of laser parts - number of laser parts in BOD/BOB file
      • Body ID (primary) - Body ID from ship scene
      • Path index (primary) - Path index from ship scene
      • Body ID (secondary) - Body ID from weapon scene
      • Path index (secondary) - Path index from weapon scene
  • Volume - ignored
  • Production RelVal (NPC) - Price for NPCs (it's not really a price)
  • Price modifier (1)
  • Price modifier (2)
  • Ware class - ignored
  • Production RelVal (player) - Price for the player (it's not really a price)
  • Min. Notoriety - minimum notoriety the player must have with corresponding race to be able to buy the ship
  • Video ID - ignored
  • Unknown value
  • Ship ID - identifier of the ship

See also

References

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