TShips file (X2)
From X-Wiki
Structure of TShips T file:
- Body file - body marking the center of the ship (usually 940)
- 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
- Shield type - biggest shield the ship can equip - index to TShields file
- Max shield count - Maximum number of shileds
- Max missile type - strongest missile the ship can equip - index to TRockets file
- 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
- Turret descriptor - fixed length array - the reason why there is only 6 + 1 turrets
- TD 1
- Cockpit index - index to TCokcpits file
- Cockpit position - front, rear, left, right, top, bottom - not sure what it's used for
- TD 2
- Cockpit index
- Turret index
- TD 3
- Cockpit index
- Turret index
- TD 4
- Cockpit index
- Turret index
- TD 5
- Cockpit index
- Turret index
- TD 6
- Cockpit index
- Turret index
- TD 1
- 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
- Particle emmiter - Unk - whether does the ship use particle emmiters?
- 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
- Initial laser index - calculated as
- Volume - ignored
- Price - Price of the ship (but not the same as seen in the game)
- Price modifier (1)
- Price modifier (2)
- Ware class - ignored
- Ship ID - identifier of the ship
See also
References
- Structure taken from X2 Editor

