SHIP

We'll go through Spg2\Models\Ships\Praetorian\praetorian.shp, ship file for the Praetorian that holds all its parameters. *.shp files can be edited with Notepad++.

SHIP MODEL

Name Path to the ship's assembly (*.asb) file
ModelBanner Banner model ID from Base\Banners.wdt
ModelName Name model ID from ship's *.asb file
ModelDecals Decals model ID from ship's *.asb file
ColorName Name color (R|G|B|A [0.0, 1.0]
FontName Name font ID used in-game
ColorDecals Decals color (R|G|B|A [0.0, 1.0]
PaintTint Ship model tinting color (R|G|B|A [0.0, 1.0]
Glossiness Ship model glossiness parameter
Reflection Ship model reflection parameter

SHIPBASE

Name Chassis name
Class class ID as seen in the ShipClass.wdt
Manufacturer faction ID as seen in the Faction.wdt
Value ship purchase price. Selling price depends on numerous factors, one of which is this Value
Speed DEPRECATED. Set further down the file
Maneuver default maneuverability factor (it can, but should NOT be set lower than 1.00)
Hull ship's hitpoints
Cargo cargo hold size
Crew maximum number of troopers
Hangar set either to 0(false) or 1(true). Hangar parameters are located further down the file
Cloak set either to 0(false) or 1(true). Cloak field parameters are located further down the file
Descript DEPRECATED
Soak default soak percentage (1.00 = 100%)
Mass DEPRECATED
AngularDamping DEPRECATED

SHIP EFFECT POINTS

This block is quite simple. It is a list of points set on the ship mesh. The points are used to spawn various particle effects. The first portion No: is the number of points, and then below it are listed all the points with 3 coordinates X | Y | Z.

SHIP TRAILS

Particles Number of particles affected by in-game speed. Counting starts from first particle (*.par) in the ship's assembly file (*.asb)
TrailModelsStart This is the first model in the assembly (*.asb) file that will stretch depending on in-game speed. Counting starts from 0!
TrailModels Set the number of thruster model sets (engine inner and engine outer) that will stretch depending on in-game speed. Thruster models should be placed in succession in the *.asb file.
TrailSizeMin Minimum scale of the thruster models. Models are scaled to this size when speed is 0. (1.00 = 100% of the model's real Z axis size)
TrailSizeMax Maximum scale of the thruster models. Models are scaled to this size when speed is maximum. (1.00 = 100% of the model's real Z axis size)
Trail Place additional trails as special added effects. This portion uses *.tra files
PTEParticleEmitter Size - Size ID. PTE particle VFX comes in several sizes. Check Spg2\SpecialEffect\PTE !
Position - Particle VFX position. Main particle visible while PTE is active.
PositionCharge - Position of the "charging" particle VFX. Usually an offset along the Z-axis from Position.

SHIP WEAPONS

WeaponsPower Battery energy. This parameter is the same for all batteries.
WeaponsPowerRefill Battery energy recharge
WeaponsPowerDownTime Cooldown before weapon battery starts recharging after spending it completely
WeaponBattery Each ship can have up to 4 light weapon batteries and those are: Left | Right | Front |Rear. Their sequence in the *.shp file is THE SAME. Add turrets to each battery, by adding TurretSlot and its set of parameters. If a ship doesn't have a battery, leave it empty! (WeaponBattery: {})
ShipHeavyWeapons Each ship can have up to 4 heavy weapon batteries and those are: Left |Right | Front |Rear. Their sequence in the *.shp file is THE SAME. Each heavy weapon batter can have only ONE launcher with its set of parameters. If a ship doesn't have a heavy battery, leave it empty! (HeavyWeaponBatter: {})

POWER CORE

Hp System's hitpoints. When it drops to 0, the system goes offline until repaired.
Firewall System's resistance to hacking.
Power Power used by skills.
EnergyRecharge Rate at which power is gained.
Feedback If hacking is attempted, power core can have the ability to send a powerful feedback to the hacker ship and damage it.

PROPULSION

Hp System's hitpoints. When it drops to 0, the system goes offline until repaired.
Firewall System's resistance to hacking.
Speed Default maximum speed
Acceleration Default maximum acceleration factor. Standard is 1.00 and should not be changed much.
PowerToEngines Power to Engines activation time.

SENSORS

Hp System's hitpoints. When it drops to 0, the system goes offline until repaired.
Firewall System's resistance to hacking.
SensorRadius Mid-value is 2500. Should NOT exceed 4000!
Detection Chance to detect cloaked objects. (1.00 = 100%)

GRAPPLER

Hp System's hitpoints. When it drops to 0, the system goes offline until repaired.
Firewall System's resistance to hacking.
GrapplerRange Mid value is 500. Should not exceed 1000!
Overload Grappler can have a chance to inflict shield damage to grappled object. (1.00 = 100%)

TRANSPORTER

Hp System's hitpoints. When it drops to 0, the system goes offline until repaired.
Firewall System's resistance to hacking.
TransportRange Mid-value is 500. Should NOT exceed 1000!
Capacity Number of troopers the ship can transport at once.
Deflection Chance to deflect incoming transport.

HANGAR

Only works if Hangar is set to 1 in the ShipBase section!

Hp System's hitpoints. When it drops to 0, the system goes offline until repaired.
Firewall System's resistance to hacking.
PreLaunch Time needed for squadron to rearm and repair before going back out.
Fuel Time available for squadrons to fly before returning to hangar.

CLOAK

Only works if Cloak is set to 1 in the ShipBase section!

Hp System's hitpoints. When it drops to 0, the system goes offline until repaired.
Firewall System's resistance to hacking.
CloakStrength Resistance to cloak detection. (1.00 = 100%)
CloakStability Cloak field can have a chance to remain active even when firing. (1.00 = 100%)

SHIP SHIELDS

Hp System's hitpoints. When it drops to 0, the system goes offline until repaired.
Firewall System's resistance to hacking.
Strength Maximum shield amount
Recharge Shield recovery rate
Reboot Time needed for shields to reengage after completely drained
Biometric Resistance to enemy transport. (1.00 = 100%)
ResistanceEnergy Resistance to Energy damage. (1.00 = 100%)
ResistanceProjectile Resistance to Projectile damage. (1.00 = 100%)
ResistancePlasma Resistance to Plasma damage. (1.00 = 100%)
ResistanceRadiation Resistance to Radiation damage. (1.00 = 100%)
ResistanceEMP Resistance to EMP damage. (1.00 = 100%)

SHIP SHIELD MESH

MeshName Standard *.mdl file of the ship's energy shield. When hit, shield effect is painted over the mesh in-game. Shield effect material is dynamically applied. Check Spg2\SpecialEffect\ModelSpecialEffect !

SHIP DERELICT

DerelictId: Derelict Id as seen in Base\EditorDerelicts.wdt, accessed through scripts (derelictAdd function)

EVENTS

OnDestroy Standard *.sal script used as default OnDestroy script if no override script exists in the sector/world file.
OnHP75 Standard *.sal script used as default OnHP75 script if no override script exists in the sector/world file. Script is activated when ship's Hull drops below 75%
OnHP50 Standard *.sal script used as default OnHP50 script if no override script exists in the sector/world file. Script is activated when ship's Hull drops below 50%
OnHP25 Standard *.sal script used as default OnHP25 script if no override script exists in the sector/world file. Script is activated when ship's Hull drops below 25%