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	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Mission&amp;diff=30701</id>
		<title>Oolite JavaScript Reference: Mission</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Mission&amp;diff=30701"/>
		<updated>2012-01-27T08:16:47Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* displayModel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''Prototype:''' &amp;lt;code&amp;gt;Object&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Subtypes:''' none&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''mission''' global object is used to run mission screens, and perform other actions related to mission scripting.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;displayModel&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''displayModel''' : {{oojsclass|Ship}}&lt;br /&gt;
If currently running a mission screen with a &amp;lt;code&amp;gt;model&amp;lt;/code&amp;gt;, the ship entity used to display the model. This can be animated by setting its position and orientation from a [[Oolite JavaScript Reference: Global#addFrameCallback|frame callback]]. Uses role to identify ship, so be sure to use a uniqe role if you want a specific ship to be showed.&lt;br /&gt;
&lt;br /&gt;
== Methods ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;addMessageText&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''addMessageText'''(message : String)&lt;br /&gt;
&lt;br /&gt;
Appends text to the currently running mission screen. Can also be used to add text to other screens like the system data (F7) screen.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;addMessageTextKey&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''addMessageTextKey'''(messageKey : String)&lt;br /&gt;
&lt;br /&gt;
Like &amp;lt;code&amp;gt;[[#addMessageText|addMessageText()]]&amp;lt;/code&amp;gt;, but looks up the specified &amp;lt;code&amp;gt;messageKey&amp;lt;/code&amp;gt; in [[missiontext.plist]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;markSystem&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''markSystem'''(systemNumber : Number)&lt;br /&gt;
&lt;br /&gt;
Mark a system on the long range chart. Multiple systems may be marked at once, as in &amp;lt;code&amp;gt;mission.markSystem(4, 54, 222)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#unmarkSystem|unmarkSystem()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;runScreen&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''runScreen(parameters : Object [, callback : Function [, this : Object]])''' &lt;br /&gt;
Present a mission screen.&lt;br /&gt;
&lt;br /&gt;
The appearance of the mission screen is defined by the properties of the &amp;lt;code&amp;gt;parameters&amp;lt;/code&amp;gt; object. The currently defined properties are:&lt;br /&gt;
* &amp;lt;code&amp;gt;title : String&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;titleKey : String&amp;lt;/code&amp;gt; (Key in [[missiontext.plist]])&lt;br /&gt;
* &amp;lt;code&amp;gt;music : String&amp;lt;/code&amp;gt; (name of a music file)&lt;br /&gt;
* &amp;lt;code&amp;gt;overlay : ''guiTextureSpecifier''&amp;lt;/code&amp;gt; (name of an image used as overlay)&lt;br /&gt;
* &amp;lt;code&amp;gt;background : ''guiTextureSpecifier''&amp;lt;/code&amp;gt; (name of a picture used as background)&lt;br /&gt;
* &amp;lt;code&amp;gt;model : String&amp;lt;/code&amp;gt; (Role of a ship that will be shown as rotating ship)&lt;br /&gt;
* &amp;lt;code&amp;gt;message : String&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;messageKey : String&amp;lt;/code&amp;gt; (Key in [[missiontext.plist]])&lt;br /&gt;
* &amp;lt;code&amp;gt;spinModel: Boolean&amp;lt;/code&amp;gt; (If &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, the model is shown from the top with no automatic animation.)&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesKey : String&amp;lt;/code&amp;gt; (Key in [[missiontext.plist]])&lt;br /&gt;
&lt;br /&gt;
Some of these are mutually exclusive; for instance, “title” overrides “titleKey”. See [[Oolite JavaScript Reference: Global#setScreenBackground|setScreenBackground()]] for a discussion of ''guiTextureSpecifier''.&lt;br /&gt;
&lt;br /&gt;
The callback function is a function that is called when the player makes a choice. Every runScreen can have its own specific callback function, or you can design a single function to handle multiple mission screens instead.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A simple mission screen:&lt;br /&gt;
 mission.runScreen({&lt;br /&gt;
     title: &amp;quot;My first mission screen&amp;quot;,&lt;br /&gt;
     message: &amp;quot;This am a mission screen wot is good&amp;quot;,&lt;br /&gt;
     choicesKey: &amp;quot;me_firstmission_choices&amp;quot;&lt;br /&gt;
 },&lt;br /&gt;
 function (choice)&lt;br /&gt;
 {&lt;br /&gt;
     if (choice === &amp;quot;1_YES&amp;quot;)  player.commsMessage(&amp;quot;Yay!&amp;quot;);&lt;br /&gt;
     else if (choice === &amp;quot;2_NO&amp;quot;)  player.commsMessage(&amp;quot;Boo.&amp;quot;);&lt;br /&gt;
     else  player.commsMessage(&amp;quot;Whut?&amp;quot;);&lt;br /&gt;
 });&lt;br /&gt;
In [[missiontext.plist]], you’ll need the following. The numbers are used because choices are sorted by key.&lt;br /&gt;
 {&lt;br /&gt;
     &amp;quot;me_firstmission_choices&amp;quot; =&lt;br /&gt;
     {&lt;br /&gt;
         &amp;quot;1_YES&amp;quot; = &amp;quot;Yes.&amp;quot;;&lt;br /&gt;
         &amp;quot;2_NO&amp;quot; = &amp;quot;No.&amp;quot;;&lt;br /&gt;
         &amp;quot;3_MAYBE&amp;quot; = &amp;quot;Maybe.&amp;quot;;&lt;br /&gt;
     };&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The call does not have to be laid out as above. The parameters object can be manipulated in any way you want beforehand, and the callback function can be written out of line. For example, the following is equivalent:&lt;br /&gt;
 var parameters = new Object();&lt;br /&gt;
 parameters.title = &amp;quot;My first mission screen&amp;quot;;&lt;br /&gt;
 parameters.message = &amp;quot;This am&amp;quot;;&lt;br /&gt;
 parameters.choicesKey = &amp;quot;me_firstmission_choices&amp;quot;;&lt;br /&gt;
 parameters.message += &amp;quot; a mission screen wot is good&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 function callback(choice)&lt;br /&gt;
 {&lt;br /&gt;
     if (choice === &amp;quot;1_YES&amp;quot;)  player.commsMessage(&amp;quot;Yay!&amp;quot;);&lt;br /&gt;
     else if (choice === &amp;quot;2_NO&amp;quot;)  player.commsMessage(&amp;quot;Boo.&amp;quot;);&lt;br /&gt;
     else  player.commsMessage(&amp;quot;Whut?&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 mission.runScreen(parameters, callback);&lt;br /&gt;
&lt;br /&gt;
This form is more complicated, and the ordering is less intuitive. However, it does allow you to make complex decisions about the parameters in code, and writing the callback out of line can be preferable if it’s long. It is recommended that you start out with the first approach, but keep in mind that there are other options if it becomes too limiting.&lt;br /&gt;
&lt;br /&gt;
One warning: &amp;lt;code&amp;gt;runScreen()&amp;lt;/code&amp;gt; will overwrite any existing missionscreen. The only safe place is using it inside a &amp;lt;code&amp;gt;missionScreenOpportunity&amp;lt;/code&amp;gt; handler, because that handler only fires when it is allowed to show such a screen. When using the command at other places, first make sure with &amp;lt;code&amp;gt;guiScreen != &amp;quot;GUI_SCREEN_MISSION&amp;quot;&amp;lt;/code&amp;gt; that there is currently no missionscreen on display by another oxp.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setInstructions&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''setInstructions(instructions : String, [worldScriptName : String])'''&lt;br /&gt;
&lt;br /&gt;
Specify a message to put on the Manifest screen (usually short instructions for current mission), under the title “Missions”.&lt;br /&gt;
&lt;br /&gt;
When not called from within a world script, the name of a world script must be specified so that Oolite knows which script the message belongs to. Clear the message by calling &amp;lt;code&amp;gt;setInstructions(null)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that &amp;lt;code&amp;gt;setInstructions()&amp;lt;/code&amp;gt; is used only when you need to customise the text for a specific scenario. For static text, use &amp;lt;code&amp;gt;[[#setInstructionsKey|setInstructionsKey()]]&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#setInstructionsKey|setInstructionsKey()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setInstructionsKey&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''setInstructionsKey(messageKey : String, [worldScript : String])'''&lt;br /&gt;
&lt;br /&gt;
Like &amp;lt;code&amp;gt;[[#setInstructions|setInstructions()]]&amp;lt;/code&amp;gt;, but looks up the specified &amp;lt;code&amp;gt;messageKey&amp;lt;/code&amp;gt; in [[missiontext.plist]].&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#setInstructions|setInstructions()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;unmarkSystem&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''unmarkSystem'''(systemNumbers : Number)&lt;br /&gt;
&lt;br /&gt;
Remove a mark set with &amp;lt;code&amp;gt;[[#markSystem|markSystem()]]&amp;lt;/code&amp;gt;. Multiple systems may be unmarked at once, as in &amp;lt;code&amp;gt;mission.unmarkSystem(4, 54, 222)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#markSystem|markSystem()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite JavaScript Reference]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Quaternion&amp;diff=28939</id>
		<title>Oolite JavaScript Reference: Quaternion</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Quaternion&amp;diff=28939"/>
		<updated>2011-08-30T20:02:33Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* rotateY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''Prototype:''' &amp;lt;code&amp;gt;Object&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Subtypes:''' none&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''&amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt;''' class represents a [[quaternion]], a four-dimensional number, which is used to express rotations. Explaining quaternion mathematics is ''way'' beyond the scope of this document, but a quick overview is provided below.&lt;br /&gt;
&lt;br /&gt;
=== Quaternions for Rotations ===&lt;br /&gt;
This is a very quick, pragmatic discussion of quaternions as they apply to rotating things in Oolite. If you’re interested in the theory, see:&lt;br /&gt;
* Wikipedia: [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation Quaternions and spatial rotation]&lt;br /&gt;
* Wikipedia: [http://en.wikipedia.org/wiki/Quaternion Quaternion]&lt;br /&gt;
* MathWorld: [http://mathworld.wolfram.com/Quaternion.html Quaternion]&lt;br /&gt;
&lt;br /&gt;
Consider a ship at point ''h'' oriented to face a station at point ''t''. This can be expressed as the vector from the ship to the station, ''v'' = ''t'' − ''h''. However, if the ship rolls, it is still heading along the same vector ''v'', so additional information is required: a twist angle, ''α''. A rotation quaternion is a tuple ''Q'' = (''w'', ''x'', ''y'', ''z''), such that&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;'' = cos ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
Additionally, a rotation quaternion must be normalized; that is, it must fulfill the '''normal invariant''' ''Q&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;''² = 1. Unlike with [[property list]] scripting and specifications, quaternions will not be automatically normalized for you except where specified, but a &amp;lt;code&amp;gt;[[#normalize|normalize]]()&amp;lt;/code&amp;gt; method is provided.&lt;br /&gt;
&lt;br /&gt;
An '''identity rotation''' – that is, one which, when applied, has no effect – is represented by the '''identity quaternion''' (1, 0, 0, 0).&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt; class provides several methods to make construction of rotations easier: &amp;lt;code&amp;gt;[[#rotate|rotate]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateX|rotateX]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateY|rotateY]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateZ|rotateZ]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Rotations can be combined by quaternion multiplication (see the &amp;lt;code&amp;gt;[[#multiply|multiply]]()&amp;lt;/code&amp;gt; method). Note that quaternion multiplication is not commutative; that is, ''PQ'' is not the same as ''QP''. If this seems strange, take a box or book and assign it ''x'', ''y'' and ''z'' axes. Rotate it about the ''x'' axis and then the ''y'' axis. Then, rotate it about the ''y'' axis followed by the ''x'' axis. If the results of the two rotations are the same, you’re doing it wrong.&lt;br /&gt;
&lt;br /&gt;
=== Quaternion Expressions ===&lt;br /&gt;
All Oolite-provided functions which take a quaternion as an argument may instead be passed an [[Oolite JavaScript Reference: Entity|Entity]] instead, in which case the entity’s &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#orientation|orientation]]&amp;lt;/code&amp;gt; is used. In specifications, this is represented by arguments named &amp;lt;code&amp;gt;quaternionOrEntity&amp;lt;/code&amp;gt;. (Is this actually useful? It seems less compellingly so than the [[Oolite JavaScript Reference: Vector#Vector Expressions|vector equivalent]]. -- [[User:Ahruman]])&lt;br /&gt;
&lt;br /&gt;
Additionally, most &amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt; methods may be passed four numbers, or an array of four numbers, instead of a quaternion. In specifications, this is represented by arguments named &amp;lt;code&amp;gt;quaternionExpression&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''w''' : Number (read/write)&lt;br /&gt;
&lt;br /&gt;
The ''w'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''x''' : Number (read/write)&lt;br /&gt;
The ''x'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''y''' : Number (read/write)&lt;br /&gt;
The ''y'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''z''' : Number (read/write)&lt;br /&gt;
The ''z'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
== Methods ==&lt;br /&gt;
=== Constructor ===&lt;br /&gt;
 '''new Quaternion'''([value : [[#Quaternion Expressions|quaternionExpression]]])&lt;br /&gt;
Create a new quaternion with the specified value. If no value is provided, the vector is initialized to the identity quaternion (1, 0, 0, 0).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;dot&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''dot'''(q : [[#Quaternion Expressions|quaternionExpression]]) : Number&lt;br /&gt;
Returns the quaternion dot product (inner product) of the target and &amp;lt;code&amp;gt;q&amp;lt;/code&amp;gt;. (For two normalized quaternions, this will be 1 if they’re equal, -1 if they’re opposite and 0 if they’re perpendicular.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;multiply&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''multiply'''(q : [[#Quaternion Expressions|quaternionExpression]]) : Quaternion&lt;br /&gt;
Returns the standard quaternion product (Grassmann product) of the target and &amp;lt;code&amp;gt;q&amp;lt;/code&amp;gt;. This is used to concatenate rotations together.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;normalize&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''normalize'''() : Quaternion&lt;br /&gt;
Returns the quaternion adjusted to fulfill the [[#Quaternions for Rotations|normal invariant]]. Specifically, this divides each component by the square root of (''w''² + ''x''² + ''y''² + ''z''²).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotate'''(a : [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]], angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the axis of &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt;. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateX&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateX'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''x'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateX(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]]([1, 0, 0], angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateY&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateY'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''y'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateY(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]]([0, 1, 0], angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateZ&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateZ'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''z'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateZ(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]]([0, 0, 1], angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;toArray&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''toArray'''() : Array&lt;br /&gt;
Returns an array of the quaternion’s components, in the order &amp;lt;code&amp;gt;[w, x, y, z]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;q.toArray()&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;[q.w, q.x, q.y, q.z]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorForward&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorForward'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the forward vector from the quaternion.&lt;br /&gt;
&lt;br /&gt;
To understand this, consider an entity which is aligned with the world co-ordinate system – that is, its &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#orientation|orientation]]&amp;lt;/code&amp;gt; is the identity quaternion (1, 0, 0, 0), and thus its ''x'' axis is aligned with the world ''x'' axis, its ''y'' axis is aligned with the world ''y'' axis and its ''z'' axis is aligned with the world ''z'' axis. If it is rotated by a quaternion ''Q'', &amp;lt;code&amp;gt;Q.vectorForward()&amp;lt;/code&amp;gt; is the forward (''z'') axis after rotation. Similarly, &amp;lt;code&amp;gt;Q.[[#vectorUp|vectorUp]]()&amp;lt;/code&amp;gt; is the up (''y'') axis after rotation, and &amp;lt;code&amp;gt;Q.[[#vectorRight|vectorRight]]()&amp;lt;/code&amp;gt; is the right (''x'') axis after rotation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorRight&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorRight'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the right vector from the quaternion. See &amp;lt;code&amp;gt;[[#vectorForward|vectorForward]]()&amp;lt;/code&amp;gt; for a definition.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorUp&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorUp'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the up vector from the quaternion. See &amp;lt;code&amp;gt;[[#vectorForward|vectorForward]]()&amp;lt;/code&amp;gt; for a definition.&lt;br /&gt;
&lt;br /&gt;
== Static Methods ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''random'''() : Quaternion&lt;br /&gt;
Returns a random normalized quaternion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite JavaScript Reference]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Quaternion&amp;diff=28938</id>
		<title>Oolite JavaScript Reference: Quaternion</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Quaternion&amp;diff=28938"/>
		<updated>2011-08-30T20:02:09Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* rotateZ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''Prototype:''' &amp;lt;code&amp;gt;Object&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Subtypes:''' none&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''&amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt;''' class represents a [[quaternion]], a four-dimensional number, which is used to express rotations. Explaining quaternion mathematics is ''way'' beyond the scope of this document, but a quick overview is provided below.&lt;br /&gt;
&lt;br /&gt;
=== Quaternions for Rotations ===&lt;br /&gt;
This is a very quick, pragmatic discussion of quaternions as they apply to rotating things in Oolite. If you’re interested in the theory, see:&lt;br /&gt;
* Wikipedia: [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation Quaternions and spatial rotation]&lt;br /&gt;
* Wikipedia: [http://en.wikipedia.org/wiki/Quaternion Quaternion]&lt;br /&gt;
* MathWorld: [http://mathworld.wolfram.com/Quaternion.html Quaternion]&lt;br /&gt;
&lt;br /&gt;
Consider a ship at point ''h'' oriented to face a station at point ''t''. This can be expressed as the vector from the ship to the station, ''v'' = ''t'' − ''h''. However, if the ship rolls, it is still heading along the same vector ''v'', so additional information is required: a twist angle, ''α''. A rotation quaternion is a tuple ''Q'' = (''w'', ''x'', ''y'', ''z''), such that&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;'' = cos ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
Additionally, a rotation quaternion must be normalized; that is, it must fulfill the '''normal invariant''' ''Q&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;''² = 1. Unlike with [[property list]] scripting and specifications, quaternions will not be automatically normalized for you except where specified, but a &amp;lt;code&amp;gt;[[#normalize|normalize]]()&amp;lt;/code&amp;gt; method is provided.&lt;br /&gt;
&lt;br /&gt;
An '''identity rotation''' – that is, one which, when applied, has no effect – is represented by the '''identity quaternion''' (1, 0, 0, 0).&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt; class provides several methods to make construction of rotations easier: &amp;lt;code&amp;gt;[[#rotate|rotate]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateX|rotateX]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateY|rotateY]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateZ|rotateZ]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Rotations can be combined by quaternion multiplication (see the &amp;lt;code&amp;gt;[[#multiply|multiply]]()&amp;lt;/code&amp;gt; method). Note that quaternion multiplication is not commutative; that is, ''PQ'' is not the same as ''QP''. If this seems strange, take a box or book and assign it ''x'', ''y'' and ''z'' axes. Rotate it about the ''x'' axis and then the ''y'' axis. Then, rotate it about the ''y'' axis followed by the ''x'' axis. If the results of the two rotations are the same, you’re doing it wrong.&lt;br /&gt;
&lt;br /&gt;
=== Quaternion Expressions ===&lt;br /&gt;
All Oolite-provided functions which take a quaternion as an argument may instead be passed an [[Oolite JavaScript Reference: Entity|Entity]] instead, in which case the entity’s &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#orientation|orientation]]&amp;lt;/code&amp;gt; is used. In specifications, this is represented by arguments named &amp;lt;code&amp;gt;quaternionOrEntity&amp;lt;/code&amp;gt;. (Is this actually useful? It seems less compellingly so than the [[Oolite JavaScript Reference: Vector#Vector Expressions|vector equivalent]]. -- [[User:Ahruman]])&lt;br /&gt;
&lt;br /&gt;
Additionally, most &amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt; methods may be passed four numbers, or an array of four numbers, instead of a quaternion. In specifications, this is represented by arguments named &amp;lt;code&amp;gt;quaternionExpression&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''w''' : Number (read/write)&lt;br /&gt;
&lt;br /&gt;
The ''w'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''x''' : Number (read/write)&lt;br /&gt;
The ''x'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''y''' : Number (read/write)&lt;br /&gt;
The ''y'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''z''' : Number (read/write)&lt;br /&gt;
The ''z'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
== Methods ==&lt;br /&gt;
=== Constructor ===&lt;br /&gt;
 '''new Quaternion'''([value : [[#Quaternion Expressions|quaternionExpression]]])&lt;br /&gt;
Create a new quaternion with the specified value. If no value is provided, the vector is initialized to the identity quaternion (1, 0, 0, 0).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;dot&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''dot'''(q : [[#Quaternion Expressions|quaternionExpression]]) : Number&lt;br /&gt;
Returns the quaternion dot product (inner product) of the target and &amp;lt;code&amp;gt;q&amp;lt;/code&amp;gt;. (For two normalized quaternions, this will be 1 if they’re equal, -1 if they’re opposite and 0 if they’re perpendicular.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;multiply&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''multiply'''(q : [[#Quaternion Expressions|quaternionExpression]]) : Quaternion&lt;br /&gt;
Returns the standard quaternion product (Grassmann product) of the target and &amp;lt;code&amp;gt;q&amp;lt;/code&amp;gt;. This is used to concatenate rotations together.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;normalize&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''normalize'''() : Quaternion&lt;br /&gt;
Returns the quaternion adjusted to fulfill the [[#Quaternions for Rotations|normal invariant]]. Specifically, this divides each component by the square root of (''w''² + ''x''² + ''y''² + ''z''²).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotate'''(a : [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]], angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the axis of &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt;. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateX&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateX'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''x'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateX(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]]([1, 0, 0], angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateY&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateY'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''y'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateY(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]](0, 1, 0, angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateZ&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateZ'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''z'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateZ(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]]([0, 0, 1], angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;toArray&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''toArray'''() : Array&lt;br /&gt;
Returns an array of the quaternion’s components, in the order &amp;lt;code&amp;gt;[w, x, y, z]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;q.toArray()&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;[q.w, q.x, q.y, q.z]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorForward&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorForward'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the forward vector from the quaternion.&lt;br /&gt;
&lt;br /&gt;
To understand this, consider an entity which is aligned with the world co-ordinate system – that is, its &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#orientation|orientation]]&amp;lt;/code&amp;gt; is the identity quaternion (1, 0, 0, 0), and thus its ''x'' axis is aligned with the world ''x'' axis, its ''y'' axis is aligned with the world ''y'' axis and its ''z'' axis is aligned with the world ''z'' axis. If it is rotated by a quaternion ''Q'', &amp;lt;code&amp;gt;Q.vectorForward()&amp;lt;/code&amp;gt; is the forward (''z'') axis after rotation. Similarly, &amp;lt;code&amp;gt;Q.[[#vectorUp|vectorUp]]()&amp;lt;/code&amp;gt; is the up (''y'') axis after rotation, and &amp;lt;code&amp;gt;Q.[[#vectorRight|vectorRight]]()&amp;lt;/code&amp;gt; is the right (''x'') axis after rotation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorRight&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorRight'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the right vector from the quaternion. See &amp;lt;code&amp;gt;[[#vectorForward|vectorForward]]()&amp;lt;/code&amp;gt; for a definition.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorUp&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorUp'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the up vector from the quaternion. See &amp;lt;code&amp;gt;[[#vectorForward|vectorForward]]()&amp;lt;/code&amp;gt; for a definition.&lt;br /&gt;
&lt;br /&gt;
== Static Methods ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''random'''() : Quaternion&lt;br /&gt;
Returns a random normalized quaternion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite JavaScript Reference]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Quaternion&amp;diff=28937</id>
		<title>Oolite JavaScript Reference: Quaternion</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Quaternion&amp;diff=28937"/>
		<updated>2011-08-30T20:01:51Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* rotateX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''Prototype:''' &amp;lt;code&amp;gt;Object&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Subtypes:''' none&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''&amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt;''' class represents a [[quaternion]], a four-dimensional number, which is used to express rotations. Explaining quaternion mathematics is ''way'' beyond the scope of this document, but a quick overview is provided below.&lt;br /&gt;
&lt;br /&gt;
=== Quaternions for Rotations ===&lt;br /&gt;
This is a very quick, pragmatic discussion of quaternions as they apply to rotating things in Oolite. If you’re interested in the theory, see:&lt;br /&gt;
* Wikipedia: [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation Quaternions and spatial rotation]&lt;br /&gt;
* Wikipedia: [http://en.wikipedia.org/wiki/Quaternion Quaternion]&lt;br /&gt;
* MathWorld: [http://mathworld.wolfram.com/Quaternion.html Quaternion]&lt;br /&gt;
&lt;br /&gt;
Consider a ship at point ''h'' oriented to face a station at point ''t''. This can be expressed as the vector from the ship to the station, ''v'' = ''t'' − ''h''. However, if the ship rolls, it is still heading along the same vector ''v'', so additional information is required: a twist angle, ''α''. A rotation quaternion is a tuple ''Q'' = (''w'', ''x'', ''y'', ''z''), such that&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;'' = cos ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
:''Q&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;'' = ''v&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;'' sin ''α''/2&lt;br /&gt;
Additionally, a rotation quaternion must be normalized; that is, it must fulfill the '''normal invariant''' ''Q&amp;lt;sub&amp;gt;w&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;y&amp;lt;/sub&amp;gt;''² + ''Q&amp;lt;sub&amp;gt;z&amp;lt;/sub&amp;gt;''² = 1. Unlike with [[property list]] scripting and specifications, quaternions will not be automatically normalized for you except where specified, but a &amp;lt;code&amp;gt;[[#normalize|normalize]]()&amp;lt;/code&amp;gt; method is provided.&lt;br /&gt;
&lt;br /&gt;
An '''identity rotation''' – that is, one which, when applied, has no effect – is represented by the '''identity quaternion''' (1, 0, 0, 0).&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt; class provides several methods to make construction of rotations easier: &amp;lt;code&amp;gt;[[#rotate|rotate]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateX|rotateX]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateY|rotateY]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#rotateZ|rotateZ]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Rotations can be combined by quaternion multiplication (see the &amp;lt;code&amp;gt;[[#multiply|multiply]]()&amp;lt;/code&amp;gt; method). Note that quaternion multiplication is not commutative; that is, ''PQ'' is not the same as ''QP''. If this seems strange, take a box or book and assign it ''x'', ''y'' and ''z'' axes. Rotate it about the ''x'' axis and then the ''y'' axis. Then, rotate it about the ''y'' axis followed by the ''x'' axis. If the results of the two rotations are the same, you’re doing it wrong.&lt;br /&gt;
&lt;br /&gt;
=== Quaternion Expressions ===&lt;br /&gt;
All Oolite-provided functions which take a quaternion as an argument may instead be passed an [[Oolite JavaScript Reference: Entity|Entity]] instead, in which case the entity’s &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#orientation|orientation]]&amp;lt;/code&amp;gt; is used. In specifications, this is represented by arguments named &amp;lt;code&amp;gt;quaternionOrEntity&amp;lt;/code&amp;gt;. (Is this actually useful? It seems less compellingly so than the [[Oolite JavaScript Reference: Vector#Vector Expressions|vector equivalent]]. -- [[User:Ahruman]])&lt;br /&gt;
&lt;br /&gt;
Additionally, most &amp;lt;code&amp;gt;Quaternion&amp;lt;/code&amp;gt; methods may be passed four numbers, or an array of four numbers, instead of a quaternion. In specifications, this is represented by arguments named &amp;lt;code&amp;gt;quaternionExpression&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''w''' : Number (read/write)&lt;br /&gt;
&lt;br /&gt;
The ''w'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''x''' : Number (read/write)&lt;br /&gt;
The ''x'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''y''' : Number (read/write)&lt;br /&gt;
The ''y'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''z''' : Number (read/write)&lt;br /&gt;
The ''z'' component of the quaternion.&lt;br /&gt;
&lt;br /&gt;
== Methods ==&lt;br /&gt;
=== Constructor ===&lt;br /&gt;
 '''new Quaternion'''([value : [[#Quaternion Expressions|quaternionExpression]]])&lt;br /&gt;
Create a new quaternion with the specified value. If no value is provided, the vector is initialized to the identity quaternion (1, 0, 0, 0).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;dot&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''dot'''(q : [[#Quaternion Expressions|quaternionExpression]]) : Number&lt;br /&gt;
Returns the quaternion dot product (inner product) of the target and &amp;lt;code&amp;gt;q&amp;lt;/code&amp;gt;. (For two normalized quaternions, this will be 1 if they’re equal, -1 if they’re opposite and 0 if they’re perpendicular.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;multiply&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''multiply'''(q : [[#Quaternion Expressions|quaternionExpression]]) : Quaternion&lt;br /&gt;
Returns the standard quaternion product (Grassmann product) of the target and &amp;lt;code&amp;gt;q&amp;lt;/code&amp;gt;. This is used to concatenate rotations together.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;normalize&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''normalize'''() : Quaternion&lt;br /&gt;
Returns the quaternion adjusted to fulfill the [[#Quaternions for Rotations|normal invariant]]. Specifically, this divides each component by the square root of (''w''² + ''x''² + ''y''² + ''z''²).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotate&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotate'''(a : [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]], angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the axis of &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt;. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateX&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateX'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''x'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateX(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]]([1, 0, 0], angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateY&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateY'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''y'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateY(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]](0, 1, 0, angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rotateZ&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''rotateZ'''(angle : Number) : Quaternion&lt;br /&gt;
Returns a quaternion rotated &amp;lt;code&amp;gt;angle&amp;lt;/code&amp;gt; radians about the ''z'' axis. (FIXME: clockwise or anticlockwise?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;q.rotateZ(angle)&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;q.[[#rotate|rotate]](0, 0, 1, angle)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;toArray&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''toArray'''() : Array&lt;br /&gt;
Returns an array of the quaternion’s components, in the order &amp;lt;code&amp;gt;[w, x, y, z]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;q.toArray()&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;[q.w, q.x, q.y, q.z]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorForward&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorForward'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the forward vector from the quaternion.&lt;br /&gt;
&lt;br /&gt;
To understand this, consider an entity which is aligned with the world co-ordinate system – that is, its &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#orientation|orientation]]&amp;lt;/code&amp;gt; is the identity quaternion (1, 0, 0, 0), and thus its ''x'' axis is aligned with the world ''x'' axis, its ''y'' axis is aligned with the world ''y'' axis and its ''z'' axis is aligned with the world ''z'' axis. If it is rotated by a quaternion ''Q'', &amp;lt;code&amp;gt;Q.vectorForward()&amp;lt;/code&amp;gt; is the forward (''z'') axis after rotation. Similarly, &amp;lt;code&amp;gt;Q.[[#vectorUp|vectorUp]]()&amp;lt;/code&amp;gt; is the up (''y'') axis after rotation, and &amp;lt;code&amp;gt;Q.[[#vectorRight|vectorRight]]()&amp;lt;/code&amp;gt; is the right (''x'') axis after rotation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorRight&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorRight'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the right vector from the quaternion. See &amp;lt;code&amp;gt;[[#vectorForward|vectorForward]]()&amp;lt;/code&amp;gt; for a definition.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;vectorUp&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''vectorUp'''() : [[Oolite JavaScript Reference: Vector|Vector]]&lt;br /&gt;
Returns the up vector from the quaternion. See &amp;lt;code&amp;gt;[[#vectorForward|vectorForward]]()&amp;lt;/code&amp;gt; for a definition.&lt;br /&gt;
&lt;br /&gt;
== Static Methods ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;random&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''random'''() : Quaternion&lt;br /&gt;
Returns a random normalized quaternion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite JavaScript Reference]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Shipdata.plist&amp;diff=27424</id>
		<title>Shipdata.plist</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Shipdata.plist&amp;diff=27424"/>
		<updated>2011-03-22T23:38:55Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* rotational_velocity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''shipdata.[[plist]]''' will provide Oolite with all the definitions necessary to include it as an entity in the game, be it ship, station, freak object or sub-entity [[shipdata_structure|(extra)]]. The following (property) entries are, for order's sake, listed alphabetically:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Ship keys=&lt;br /&gt;
The following keys are used by all ships&lt;br /&gt;
==accuracy==&lt;br /&gt;
Used with missiles it has influence on tracking of target. Allowed values with missiles are between 0.0 and 10.0. When not defined, the system assings to the missile the accuracy value of 0.0, which corresponds to the standard missile tracking behaviour.&lt;br /&gt;
&lt;br /&gt;
Used with NPC ships it enlarges the chance of shooting at greater distances. Value with NPC ships is between -5 and 10.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;accuracy&amp;quot; = 8;&lt;br /&gt;
&lt;br /&gt;
== aft_eject_position ==&lt;br /&gt;
Determines the XYZ point on the model from which cargo is ejected.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;aft_eject_position&amp;quot; = &amp;quot;0.0 -4.5 -23.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== aft_weapon_type ==&lt;br /&gt;
Assigns the ship's laser. &lt;br /&gt;
Any weapon type from the [[equipment.plist]] can be used (and WEAPON_NONE). &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;aft_weapon_type&amp;quot; = &amp;quot;WEAPON_BEAM_LASER&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== ai_type ==&lt;br /&gt;
Assigns an AI to the entity. This may be a previously existing AI, or one custom made for the occasion.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;ai_type&amp;quot; = &amp;quot;pirateAI.plist&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== auto_ai ==&lt;br /&gt;
This will autoswitch the ai to the appropriate one if a ship was added in one of its standard roles like trader or pirate. (true by default). See also the comment in the autoAIMap.plist inside Oolite. Defining auto_ai is only necessary when using one of the standard roles mentioned in the autoAIMap.plist for your ship. auto_ai does nothing for ships with custom roles.&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;auto_ai&amp;quot; = yes;&lt;br /&gt;
This auto_ai switch is also used for bounties. When auto_ai is false the ship will keep the bounty as defined for the ship but, when true and the ship is added in one of the populator roles, the ship will get the default bounty for that role.&lt;br /&gt;
&lt;br /&gt;
== beacon ==&lt;br /&gt;
A special feature for beacons and navigation aids.&lt;br /&gt;
The string can be anything - the first letter is what's displayed in the advanced space compass.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
 &amp;quot;beacon&amp;quot; = &amp;quot;X-code&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The following characters are known to be used as identifiers for '''stations and other fixed objects''' (listed with their respective OXPs):&lt;br /&gt;
&lt;br /&gt;
 A = Astromine (Commies)&lt;br /&gt;
 B = Black Monk Monastery (Black Monks)&lt;br /&gt;
     A Seedy Space Bar (Random Hits)&lt;br /&gt;
     Nemeanian Military Base (Assassins)&lt;br /&gt;
 C = CoachWhip hOopy Casino (Hoopy Casino)&lt;br /&gt;
     Pi-42 Con Store (Your Ad Here)&lt;br /&gt;
 F = Collective Zero-G Factory (Commies)&lt;br /&gt;
     Collective SLAPU (Commies)&lt;br /&gt;
     Imperial AstroFactory (Dictators)&lt;br /&gt;
 G = Griff Research Ltd Orbital Base (Assassins)&lt;br /&gt;
     GRS Buoy Factory (GRS Buoy Repair)&lt;br /&gt;
 H = Hacker Outpost (Anarchies)&lt;br /&gt;
     Deep Space Hoopy Hotel : Hades Branch (Assassins)&lt;br /&gt;
 L = The Link Base (Ionics)&lt;br /&gt;
     Deep Space Hoopy Hotel : Lernean Branch (Assassins)&lt;br /&gt;
 N = Main Station Beacon&lt;br /&gt;
 P = Tianve Pulsar Monitoring Station (Tianve)&lt;br /&gt;
 R = Rock Hermit (Rock Hermit Locator)&lt;br /&gt;
     Augeaian Orbital Repair Facility (Assassins)&lt;br /&gt;
     Rebel Outpost (Assassins)&lt;br /&gt;
 Q = Hesperides Wiseguy Way-Station (Assassins)&lt;br /&gt;
 S = Navy SecCom Station (Galactic Navy)&lt;br /&gt;
     Special Branch Orbital Headquarters (Assassins)&lt;br /&gt;
 T = Taranis Corporation HQ (Taranis)&lt;br /&gt;
 W = Witchpoint Buoy&lt;br /&gt;
 Z = Free Trade Zone (Free Trade Zone)&lt;br /&gt;
&lt;br /&gt;
The following characters are known to be used for '''non-station objects that may appear anywhere''':&lt;br /&gt;
&lt;br /&gt;
 H = Homing Beacon (ett Homing Beacon)&lt;br /&gt;
&lt;br /&gt;
The following characters should not be assigned easily to stations or ships that are supposed to appear anywhere, because they are likely to be used for ships in other OXPs:&lt;br /&gt;
&lt;br /&gt;
 M = Mark&lt;br /&gt;
 T = Target&lt;br /&gt;
 V = Victim&lt;br /&gt;
 X = general marker&lt;br /&gt;
 + = general marker&lt;br /&gt;
&lt;br /&gt;
We can also use custom icons with the compass. For that you must define a key in descriptions.plist with the same name as the beacon definition.  Than define the icon in the same way as missile icons. (An array of x/y-coordinates that will be connected by lines)&amp;lt;br&amp;gt;&lt;br /&gt;
Example in shipdata:&lt;br /&gt;
 &amp;quot;beacon&amp;quot; = &amp;quot;fuelStation_location&amp;quot;;&lt;br /&gt;
Example in descriptions.plist&lt;br /&gt;
 &amp;quot;fuelStation_location&amp;quot; =  (1, 2, -3, 2, -3, -4, 3, -4, 3, 4,  -3, 4, -3, 3, 2, 3, 2, -3, 1, -3 );&lt;br /&gt;
Before 1.75 the ships primary role was used for defining the icon name in descriptions.plist, but since 1.75 the beacon name itself is used.&lt;br /&gt;
&lt;br /&gt;
== bounty ==&lt;br /&gt;
Sets a Cr. reward on the NPC's head, and is bound to give it trouble with the law . This bounty setting is overruled when adding ships in one of the populator roles like pirate, trader etc. Pirates are default added with a small bounty and traders are added clean. However, like the player, also the npc bounty can raise when attacking other clean ships or police vessels.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;bounty&amp;quot; = 50;&lt;br /&gt;
&lt;br /&gt;
== cargo_carried ==&lt;br /&gt;
Determines the type of cargo carried as described in [[commodities]] and [[commodities.plist]].  Only one type can be specified. This key can be used for both ships and barrels.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cargo_carried&amp;quot; = &amp;quot;Gold&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
When used for barrels, it is also possible to add several units in a pod by preceding the commodity name with a space separated number. Adding more than a ton in a pod is not possible. Defining a quantity for ships is not possible this way.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to define a mix of random cargo for ships by using the string &amp;quot;SCARCE_GOODS&amp;quot; or &amp;quot;PLENTIFUL_GOODS&amp;quot;, instead of a commodity name. The first selects random goods that are scarce at the main station, the second selects goods that are plentiful present at the main station. (Populator added traders heading toward the station always have scarce goods while traders heading from the main station always have plentiful goods on board. It would be wise to stick to this rule with custom ships.)&amp;lt;br&amp;gt;&lt;br /&gt;
To make cargo_carried working for ships, the cargo_type must be &amp;quot;CARGO_NOT_CARGO&amp;quot; to define the ship not being cargo itself. (see below)&lt;br /&gt;
&lt;br /&gt;
== [[cargo_type]] ==&lt;br /&gt;
Determines if object is indeed cargo (CARGO_RANDOM, CARGO_SLAVES, CARGO_THARGOID, CARGO_ALLOY, CARGO_MINERALS, CARGO_CARRIED) or a ship, as below, which is not cargo. Works since Oolite 1.71 also for pods spawn by a script. CARGO_CARRIED needs in addition an second key cargo_carried that specifies the cargo. (see below)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cargo_type&amp;quot; = &amp;quot;CARGO_RANDOM&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
More control of contents of barrels is available through the CARGO_CARRIED string.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cargo_type&amp;quot; = &amp;quot;CARGO_CARRIED&amp;quot;;&lt;br /&gt;
 &amp;quot;cargo_carried&amp;quot; = &amp;quot;4 Gold&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
You can also specify the cargo of a ship. use &amp;quot;cargo_type&amp;quot; = CARGO_NOT_CARGO  and define the contents of the barrels it will give with &amp;quot;cargo_carried&amp;quot;. In that case there must be no quantity defined, only the type of [[commodity]].&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cargo_type&amp;quot; =  &amp;quot;CARGO_NOT_CARGO&amp;quot;;&lt;br /&gt;
 &amp;quot;cargo_carried&amp;quot; = &amp;quot;Computers&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Another notable type of cargo is the scripted item CARGO_SCRIPTED_ITEM, as examplified by the cloacking device. When CARGO_SCRIPTED_ITEM is defined, the barrels will trigger scooping events for the ship-scripts. Other barrels don't trigger scooping events.&amp;lt;br&amp;gt;&lt;br /&gt;
The cargo barrels are stored in the ships hold like normal barrels when a cargo was defined for them with the JS method &amp;quot;setCargo&amp;quot;. Without defined content, scripted barrels are removed after scooping. Scripted cargo works with any object that can be scooped. When you have scripted escape pods that must be preserved after scooping, fill it with one ton of Slaves.&lt;br /&gt;
&lt;br /&gt;
== cloak_automatic ==&lt;br /&gt;
When false, the cloak of npc ships will never get activate automatic during combat, but is only activated by JS script commands. (True by default) Key added with Oolite 1.75&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cloak_automatic&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
== cloak_passive ==&lt;br /&gt;
When true, any firing of laser will deactivate the cloak. (False by default) &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cloak_passive&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
==conditions==&lt;br /&gt;
With this option you can include an array of extra conditions when to add a ship. When the conditions are not met, the ship does not appear in a selection list by role. Useful when you have a standard ship like a trader that should only be added in certain systems.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;conditions&amp;quot; = (&lt;br /&gt;
                 &amp;quot;systemGovernment_number equal 3&amp;quot;,&lt;br /&gt;
                 &amp;quot;systemEconomy_number lessthan 4&amp;quot;&lt;br /&gt;
                );&lt;br /&gt;
&lt;br /&gt;
== counts_as_kill ==&lt;br /&gt;
Killing this ship will not count as a kill by the player when set to false. (Default is true). Using this key prevents awarding kills to all kind of cargo, debris etc. Key is added with Oolite 1.75&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;counts_as_kill&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
== custom_views==&lt;br /&gt;
Will add the ability to display custom POVs of the player ship, in game toggled by pressing '''v'''.  &lt;br /&gt;
&lt;br /&gt;
This is an array with any number of entries, one for each view, each with:&lt;br /&gt;
*a '''view_description''' - giving a textual description of the view. &lt;br /&gt;
*a '''view_position''' - relative to the origin of the ship model. &lt;br /&gt;
*a '''view_orientation''' - this is a [[Quaternions|quaternion]] expressing a rotation from directly forwards. &lt;br /&gt;
*a '''weapon_facing''' - FORWARD, AFT, PORT or STARBOARD. The weapon that will fire when that view is selected.&lt;br /&gt;
&lt;br /&gt;
The view_position is best chosen by selecting a facet, line or point in Wings and copying down the coordinates. &lt;br /&gt;
&lt;br /&gt;
For the view_orientation you will probably need a calculator but the basic method is to choose a unit vector (x y z) as the axis for a rotation then calculate the four values W X Y and Z for the quaternion as follows: &lt;br /&gt;
&lt;br /&gt;
W = the cosine of half the angle rotated about the axis xyz&amp;lt;br /&amp;gt;&lt;br /&gt;
X = the sine of half the angle rotated about xyz, multiplied by x&amp;lt;br /&amp;gt;&lt;br /&gt;
Y = the sine of half the angle rotated about xyz, multiplied by y &amp;lt;br /&amp;gt;&lt;br /&gt;
Z = the sine of half the angle rotated about xyz, multiplied by z &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Four decimal places are probably enough accuracy for these values.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  custom_views =&lt;br /&gt;
 (&lt;br /&gt;
     {&lt;br /&gt;
         view_description = &amp;quot;Front View&amp;quot;;&lt;br /&gt;
         view_orientation = &amp;quot;0.0 0.0 1.0 0.0&amp;quot;;&lt;br /&gt;
         view_position = &amp;quot;0.0 30.0 200.0&amp;quot;;&lt;br /&gt;
         weapon_facing = &amp;quot;FORWARD&amp;quot;;&lt;br /&gt;
     }&lt;br /&gt;
 );&lt;br /&gt;
&lt;br /&gt;
== death_actions ==&lt;br /&gt;
Gives an opportunity to have a ship's death trigger one or a set of [[Shipdata.plist#script_actions|script_actions]]. It contains an array of legacy script expressions.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;death_actions&amp;quot; = (&amp;quot;spawn: explosive_shrapnel 1&amp;quot;);&lt;br /&gt;
 &lt;br /&gt;
== debris_role ==&lt;br /&gt;
Specifies the kind of debris an asteroid or boulder generates. When not defined they default to generating 'ships' with role &amp;quot;boulder&amp;quot; or &amp;quot;splinter&amp;quot;.  (Key added with Oolite 1.74)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;debris_role&amp;quot; = &amp;quot;my_boulder_foo&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
== density ==&lt;br /&gt;
This real value is used to calculate a ships total mass. Default is 1.0&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;density&amp;quot; = 1.5;&lt;br /&gt;
&lt;br /&gt;
== display_name ==&lt;br /&gt;
States the model's name as it will be known to the ID computer. By default this is the same as &amp;quot;name&amp;quot;. Added for multilingual oolite.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;display_name&amp;quot; = &amp;quot;ExampleShip Mark IX&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== energy_recharge_rate ==&lt;br /&gt;
The rate at which energy is replenished.  Stations are at 100, Adders at 2. (Default value: 1)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;energy_recharge_rate&amp;quot; = &amp;quot;3.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== escape_pod_model ==&lt;br /&gt;
With this entry ships can have custom escape pods. (starting from version 1.65) You have to specify the '''role''' of your custom escape pod (not its entry-name).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;escape_pod_model&amp;quot; = &amp;quot;custom_pod&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== escorts ==&lt;br /&gt;
Determines how many escorts an NPC shall have. Maximum is 16.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;escorts&amp;quot; = 4;&lt;br /&gt;
Warning: Ships with scanClass = CLASS_POLICE should always have escorts set to zero. Oolite will set this value here and add wingmans instead of escorts. Without special scripting escorts won't escort a mother with CLASS_POLICE.&amp;lt;br&amp;gt;&lt;br /&gt;
For ships that are added in a trader role, the populator can decide to subtract escorts from the defined value when the system is estimated as safe. &lt;br /&gt;
&lt;br /&gt;
== escort_role ==&lt;br /&gt;
Assigns the specific ship type to be the escort, by the ship's role. (Before Oolite 1.74 only the name &amp;quot;escort-role&amp;quot; is accepted.)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;escort_role&amp;quot; = &amp;quot;my_custom_escort_role&amp;quot;;&lt;br /&gt;
Escort ships will use the escortAI.plist unless &amp;quot;auto_ai&amp;quot; is set to false.&lt;br /&gt;
&lt;br /&gt;
== escort_ship ==&lt;br /&gt;
Assigns the specific ship type to be the escort, by the ship's name. (Before Oolite 1.74 only the name &amp;quot;escort-ship&amp;quot; is accepted.)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;escort_ship&amp;quot; = &amp;quot;cobramk1&amp;quot;;&lt;br /&gt;
Escort ships will use the escortAI.plist unless &amp;quot;auto_ai&amp;quot; is set to false.&lt;br /&gt;
&lt;br /&gt;
== exhaust ==&lt;br /&gt;
The XYZ position(s) of exhaust plume(s), and the XYZ of the plume shape, ergo&lt;br /&gt;
&lt;br /&gt;
 x y z width height length&lt;br /&gt;
&lt;br /&gt;
'''x y z''' is the position relative to the origin of the main model. &lt;br /&gt;
&lt;br /&gt;
'''width''' in meters, how wide a plume is on x axis. (x radius)&lt;br /&gt;
&lt;br /&gt;
'''height''' in meters, how tall a plume is on y axis. (y radius)&lt;br /&gt;
&lt;br /&gt;
'''length''' in meters, how long a plume is on z axis. (This value is in current Oolite versions ignored. Length is now derived from the ships speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are 2 assigned plumes at coords 5, 0, -25 and -5, 0, -25, and each plume is 6 m wide and 4 m tall. (length info is ignored)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;exhaust&amp;quot; = (&lt;br /&gt;
     &amp;quot;5 0.0 -25 6.0 4.0 10.0&amp;quot;,&lt;br /&gt;
     &amp;quot;-5 0.0 -25 6.0 4.0 10.0&amp;quot;&lt;br /&gt;
 );&lt;br /&gt;
&lt;br /&gt;
== extra_cargo ==&lt;br /&gt;
Cargobay extension size can be customised. This is the amount the cargo capacity increases when an extra cargobay is installed. Default value is 15. It is only used with player ships.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;extra_cargo&amp;quot; = 25;&lt;br /&gt;
&lt;br /&gt;
== forward_weapon_type ==&lt;br /&gt;
Assigns the ship's laser. &lt;br /&gt;
Any weapon type from the [[equipment.plist]] can be used (and WEAPON_NONE). &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;forward_weapon_type&amp;quot; = &amp;quot;WEAPON_BEAM_LASER&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== frangible ==&lt;br /&gt;
Determines if eventual sub-entities are &amp;quot;loose&amp;quot;. By default any given object is already frangible, so the use of this line must be to negate that. &lt;br /&gt;
If set to false, the object plus subentities will be regarded as a single object.&lt;br /&gt;
If set to true, sub entities can be destroyed seperately from the main object. Frangible sub-entities can have a max_energy and an energy_recharge_rate that is independently set from the main entity.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;frangible&amp;quot; = no;&lt;br /&gt;
 &lt;br /&gt;
== fragment_chance ==&lt;br /&gt;
Determines if a ship breaks apart into fragments and generates parts with role &amp;quot;wreckage&amp;quot;. By chance factor, or true/false. Default is 90% chance.&lt;br /&gt;
The amount of wreckage is based on the ships mass with a maximum of 3. Wreckage is scaled to match the ships size but is very short living. (0.25s -&amp;gt; 1.25s)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;fragment_chance&amp;quot; = no;&lt;br /&gt;
 &lt;br /&gt;
== fuel ==&lt;br /&gt;
Determines an NPC ship's fuel storage, which will affect how it uses its Fuel Injectors.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;fuel&amp;quot; = 70;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== has_cloaking_device ==&lt;br /&gt;
Determines if a ship has a cloacking device installed. By chance factor, or true/false.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_cloaking_device&amp;quot; = 0.5;&lt;br /&gt;
&lt;br /&gt;
== has_ecm ==&lt;br /&gt;
Determines if a ship has the E.C.M system installed. By chance factor, or true/false.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_ecm&amp;quot; = 0.5;&lt;br /&gt;
or&lt;br /&gt;
 &amp;quot;has_ecm&amp;quot; = no;&lt;br /&gt;
 &lt;br /&gt;
== has_energy_bomb ==&lt;br /&gt;
Determines if a ship has an energy bomb. If it has one, it might launch a mine with role &amp;quot;energy_bomb&amp;quot; as part of his fleeing behavior. currently the only build-in mine with this role is the q-bomb.&amp;lt;br&amp;gt;A ship will only deploy the bomb when it has also fuel-injectors and some fuel left to avoid getting killed by its own bomb. On average it will try to deploy the bomb once every 100 seconds during fleeing.&lt;br /&gt;
&lt;br /&gt;
Example:		&lt;br /&gt;
 &amp;quot;has_energy_bomb&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== has_escape_pod ==&lt;br /&gt;
Determines if a ship has an escape pod. Can be either a boolean value, or a number from 0 to 1 expressing the likelihood of the equipment being present. Starting with version 1.65 ships can have multiple escape pods. To specify more than one escape pod, '''has_escape_pod''' must be set to a numeric value corresponding to the escape pods present on board.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 has_escape_pod = no;&lt;br /&gt;
 has_escape_pod = 0.75;&lt;br /&gt;
 has_escape_pod = 3;&lt;br /&gt;
&lt;br /&gt;
== has_fuel_injection ==&lt;br /&gt;
Determines if a ship has the witchdrive fuel injector.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_fuel_injection&amp;quot; = 0.99;&lt;br /&gt;
&lt;br /&gt;
==has_military_jammer==&lt;br /&gt;
Determines if a ship has a military jammer. Ships equipped with this item become invisible on the radar. &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_military_jammer&amp;quot; = 0.75;&lt;br /&gt;
&lt;br /&gt;
==has_military_scanner_filter==&lt;br /&gt;
Determines if a ship has a military jammer filter. Ships equipped with this item can see ships equipped with a military jammer on the radar. &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_military_scanner_filter&amp;quot; = 0.50;&lt;br /&gt;
&lt;br /&gt;
== has_scoop ==&lt;br /&gt;
Determines if a ship has a fuel/cargo scoop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_scoop&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
== has_scoop_message ==&lt;br /&gt;
A key for cargo. Determines if a barrel generates a default scoop message when scooped. Default is true, but setting it to false suppresses any messages, so a scripts can generate its custom messages on scooping. (Added with Oolite 1.74)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_scoop_message&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
== has_shield_booster==&lt;br /&gt;
Determines if a ship has the shield booster. (enlarges max energy with 256)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_shield_booster&amp;quot; = 0.80;&lt;br /&gt;
&lt;br /&gt;
== has_shield_enhancer ==&lt;br /&gt;
Determines if a ship has the coveted shield enhancer. (enlarges max energy with 256 and raises energy recharge rate with 50%)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_shield_enhancer&amp;quot; = 0.45;&lt;br /&gt;
&lt;br /&gt;
== heat_insulation ==&lt;br /&gt;
This real number gives the amount of heat insulation of a ship. Default is 1.0 Only for NPC ships. Playes ships can have the equipment EQ_HEAT_SHIELDING with gives the player than a heat_insulation of 2.0&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;heat_insulation&amp;quot; = &amp;quot;2.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== hud ==&lt;br /&gt;
Used for a playership, to assign another HUD than the default one.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;hud&amp;quot; = &amp;quot;specialhud.plist&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== hyperspace_motor ==&lt;br /&gt;
If set to false / NO, it will stop ships from executing normal hyperspace jump (player ships will still be able to execute galactic jumps). Default = true / YES. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 &amp;quot;hyperspace_motor&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
 hyperspace_motor=NO;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== hyperspace_motor_spin_time ==&lt;br /&gt;
Used to modify jump countdown time. Default = 15.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 &amp;quot;hyperspace_motor_spin_time&amp;quot; = &amp;quot;15&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
==is_external_dependency==&lt;br /&gt;
This key should be added to ships that use like_ship references to ships in other oxps but don't depend on them. Normally will Oolite write errors in the log when it can't resolve a like_ship reference. When this key is set to YES, it will suppress the error generation.&amp;lt;br&amp;gt;WARNING: only set this key to YES when the model won't get added to the system without the other oxp installed or you will miss a valuable warning.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_external_dependency&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
==is_submunition==&lt;br /&gt;
Key added for missiles with multiple warheads. When this key is set and the entity is spawn or fired by a missile, it inherits its parent as owner. This key must be set so the player will be awarded for a kill by submunition.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_submunition&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
==is_template==&lt;br /&gt;
Set this to yes/yes; for ships which are only used through like_ships and are not intended to be used directly. If your (otherwise working) OXP generates warnings about ships with no roles or model attribute, you probably need this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_template&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== laser_color ==&lt;br /&gt;
Determines a ship's laser colour.&lt;br /&gt;
&lt;br /&gt;
As colour you can use a [[Materials in Oolite#Colour specifiers|colour specifier]] or a [[Materials in Oolite#Named colours|named colour]]. The game requires laser colours to be reasonably bright; if the brightest colour component is less than 0.5, the colour will be brightened.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;laser_color&amp;quot; = &amp;quot;cyanColor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== launch_actions ==&lt;br /&gt;
Triggers a script on the entity just after setup, also when called by spawn and addShip methods.&lt;br /&gt;
Can be used to change to a custom AI, when a ship is generated by standard role. &lt;br /&gt;
[[Shipdata.plist#script_actions|script_actions]]&lt;br /&gt;
&lt;br /&gt;
 Example:&lt;br /&gt;
 &amp;quot;role = trader&amp;quot;;&lt;br /&gt;
 &amp;quot;launch_actions&amp;quot; = (&lt;br /&gt;
   &amp;quot;setAITo: pirateAI.plist&amp;quot;&lt;br /&gt;
  );&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== like_ship ==&lt;br /&gt;
Allows a shipdata entry (of a ship with many matching characteristics to another) to be short and sweet. With '''like_ship''' you can reference to another existing shipdata entry, and then only specify the differences to the 'original'. It takes the unique '''entry-identifier''' as argument. Of course you have to make sure that the 'original' you are referring to actually exists, or Oolite won't be able to create your ship.&lt;br /&gt;
&lt;br /&gt;
Works well together with the [[#is_template|is_template]]-key.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;my_ship&amp;quot; = {&lt;br /&gt;
 &amp;quot;like_ship&amp;quot; = &amp;quot;adder&amp;quot;;&lt;br /&gt;
 &amp;quot;max_flight_speed&amp;quot; = &amp;quot;700&amp;quot;;&lt;br /&gt;
 &amp;quot;name&amp;quot; = &amp;quot;Freak Turbo Adder&amp;quot;;&lt;br /&gt;
 },&lt;br /&gt;
&lt;br /&gt;
== likely_cargo ==&lt;br /&gt;
This is only used for ships with role asteroid and pirate. With asteroids it gives the likely number of boulders it breaks into. With pirates added by the [[System Populator]]: when lower than 16 it is the cargo, when higher than 15, it is changed in a random value between 0 and 15. This value is overridden by the actual scooped cargo if the pirate had scooped something.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;likely_cargo&amp;quot; = &amp;quot;2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== materials ==&lt;br /&gt;
See [[Materials in Oolite]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== max_cargo ==&lt;br /&gt;
Sets the ship's cargo limit. On explosion of trader ships added by the [[System Populator]], 10% of this value is used as likely cargo. When the result is lower than 16 it is the cargo, when higher than 15, it is changed in a random value between 0 and 15.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_cargo&amp;quot; = &amp;quot;5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_energy ==&lt;br /&gt;
Sets the ship's energy value. (Default value: 200)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_energy&amp;quot; = &amp;quot;300&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== max_flight_pitch ==&lt;br /&gt;
Sets pitch factor. Will usually range from a sluggish 0.6 to a very sensitive 3.0&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_flight_pitch&amp;quot; = &amp;quot;2.2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== max_flight_roll ==&lt;br /&gt;
Sets roll factor. Will usually range from 0.8 to 4.6.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_flight_roll&amp;quot; = &amp;quot;4.2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== max_flight_speed ==&lt;br /&gt;
Sets the model's top speed. Interceptors fly at 520 (0.52 LM), Shuttles at 80.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_flight_speed&amp;quot; = &amp;quot;320&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_flight_yaw ==&lt;br /&gt;
Sets yaw factor. Will usually range from a sluggish 0.6 to a very sensitive 3.0 When no value is defined it will use the same value as max_flight_pitch&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_flight_yaw&amp;quot; = &amp;quot;2.2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_missiles ==&lt;br /&gt;
Sets a ship's missile limit. Maximum allowable value for the player is 16 and for npc ships 32. When not defined, the value with &amp;quot;missiles&amp;quot; is used as max_missiles. When defining more than a few missiles, it could be wise to also define value for &amp;quot;missile_load_time&amp;quot; to avoid massive missile launches. npc ships are more likely to fire missiles the more they carry.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_missiles&amp;quot; = &amp;quot;1&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== missile_launch_position ==&lt;br /&gt;
Determines the XYZ point on the model from which a missile is launched.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;missile_launch_position&amp;quot; = &amp;quot;0.0 -2.25 10.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This position should lie outside the bounding box of the entity and not just outside of the ships mesh. If it does lie inside the bounding box, the launch position is shifted along its direction until the launched missile lies outside the bounding box. The collision radius of the launched missile is taken into account. The collision radius for a plain missile is 4.52 meter.&lt;br /&gt;
&lt;br /&gt;
== missile_load_time ==&lt;br /&gt;
Defines the time in seconds before a new missile is ready to fire after one is fired. Mainly useful for npc ships that have many missiles.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;missile_load_time&amp;quot; = &amp;quot;2.1&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== missiles ==&lt;br /&gt;
Sets a ship's probable number of missiles.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;missiles&amp;quot; = &amp;quot;0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== missile_role ==&lt;br /&gt;
Defines the entity that is launched as missile. Can specify a certain missile-type or any other ship-entity by role. Only applies to NPC's, player-ship dependacies must be defined in the [[shipyard.plist]]. If no missile_role is defined and a NPC ship launches a missile he most often chooses the default missile but sometimes chooses one at random from all ships with role missile inside one of the installed OXP's. &lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
 &amp;quot;missile_role&amp;quot; = &amp;quot;thargon&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== model ==&lt;br /&gt;
Assigns the entity's corresponding '''.dat''' file that will be found with the exact same name in the ''Models'' folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;model&amp;quot; = &amp;quot;example_ship.dat&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== name ==&lt;br /&gt;
States the model's name as it will be known to the ID computer.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;name&amp;quot; = &amp;quot;ExampleShip Mark IX&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== no_boulders ==&lt;br /&gt;
With older versions, scripted asteroids had no boulders by default. Starting with 1.70 all asteroids produce boulders when hit by a mining laser. no_boulders can overwrite this to emulate the old situation. By chance factor, or true/false.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;no_boulders&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== pilot ==&lt;br /&gt;
Gives the ship a predefined pilot, defined in [[characters.plist]]. Can eject in pod, if available, and be captured.&amp;lt;BR&amp;gt;&lt;br /&gt;
By default every object starts with a pilot except buoys, missiles, cargo and rocks. By defining a specific pilot,  any default pilot is replaced or a pilot is added to previously unpiloted objects.&lt;br /&gt;
  &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;pilot&amp;quot; = &amp;quot;constrictor-mission-thief&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
When no pilot is defined, Oolite will create a random pilot based on the ships role. For custom roles this means that Oolite has no clue and the pilot might have other bounties/insurances than desired. For this reason contains Oolite, starting with v 1.75, some predefined pilots: &amp;quot;oolite-trader&amp;quot;, &amp;quot;oolite-pirate&amp;quot;, &amp;quot;oolite-hunter&amp;quot;, &amp;quot;oolite-police&amp;quot;, &amp;quot;oolite-miner&amp;quot;, &amp;quot;oolite-passenger&amp;quot; and &amp;quot;oolite-slave&amp;quot;. When using one of these pilots, a random bounty/insurance will be set appropriate for this pilot role. Pilot bounty is different as ship bounty but on ejecting the pilot inherits the highest of both values. (actually a bitwise OR of both values)&lt;br /&gt;
&lt;br /&gt;
== roles ==&lt;br /&gt;
Assigns which [[role]](s) the entity should have, that can correspond to one specific, exclusive use, or several.&lt;br /&gt;
&lt;br /&gt;
The game engine constantly calls for generic roles to populate the universe.  In the example below the ship in question will be considered twice as often (2.0) when a trader is called for, only one quarter as often (0.25) when looking for a hunter, and as often as any other pirate ships when looking for a pirate.&lt;br /&gt;
&lt;br /&gt;
'''NB:''' If the ship cannot be docked to, extra care should be taken to avoid using the words '''station''' or '''carrier''' as part of any of the ship's role names. When either of these words are inside the roles key, the ship is automatically given station attributes. Other ships might even fruitless try to dock with it, and it will affect how some ships / entities are shown on the scanner.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;roles&amp;quot; = &amp;quot;hunter(0.25) trader(2.0) pirate&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
or an exclusive role, simply:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;roles&amp;quot; = &amp;quot;uniquely_named_role&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This has the benefit of being the only ship to be selected when a [[Script.plist|script]] calls for the ''uniquely_named_role'' ship.&lt;br /&gt;
&lt;br /&gt;
An item from the [[commodities]] can also be named as a role, for when that commodity is floating in space and called upon, to be represented by a particular model.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;roles&amp;quot; = &amp;quot;Gold&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Some roles are used by the game engine to populate systems, detect and define properties. (see also the [[System Populator]])&lt;br /&gt;
Such roles include 'thargoid', 'missile' and 'energybomb'.&lt;br /&gt;
Externally used equipment also needs specific mention of role, for example EQ_*_MINE and EQ_*_MISSILE.&lt;br /&gt;
&lt;br /&gt;
== rotational_velocity ==&lt;br /&gt;
May be applied to a sub-entity, like the following entry to the [[Shipdata.plist#subentities|subentity]] spines of the [[Weeviloid Hunter]].&lt;br /&gt;
Takes the form of [[Quaternions|quaternions]]. The following example enables rotation around the Z-axis.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;rotational_velocity&amp;quot; = &amp;quot;0.707 0.0 0.0 0.707&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An explaining example taken from the Oolite Bulletin board.&lt;br /&gt;
&lt;br /&gt;
The rotational velocity key is rotation per second. &lt;br /&gt;
&lt;br /&gt;
For instance, if you want to rotate once per 20 seconds around the Z axis:&lt;br /&gt;
 &lt;br /&gt;
a = 360 ° / 20 = 18 °&lt;br /&gt;
&lt;br /&gt;
[x, y, z] = [0, 0, 1]&lt;br /&gt;
 &lt;br /&gt;
sin a ˜ 0.30902&lt;br /&gt;
 &lt;br /&gt;
cos a ˜ 0.95106&lt;br /&gt;
 &lt;br /&gt;
Q = (0.95106, 0, 0, 0.30902)&lt;br /&gt;
&lt;br /&gt;
'''shipdata.plist entry:'''&lt;br /&gt;
 &amp;quot;rotational_velocity&amp;quot;=&amp;quot;0.95106 0.0 0.0 0.30902&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== scan_class ==&lt;br /&gt;
Will alter the model's appearance on the [[IFF system]].  If this line is omitted, it will become by default a standard ship entity, appearing as yellow flag on the radar.  There are other options.&lt;br /&gt;
* CLASS_BUOY&lt;br /&gt;
* CLASS_CARGO&lt;br /&gt;
* CLASS_MILITARY&lt;br /&gt;
* CLASS_MISSILE&lt;br /&gt;
* CLASS_POLICE&lt;br /&gt;
* CLASS_ROCK&lt;br /&gt;
* CLASS_STATION&lt;br /&gt;
* CLASS_THARGOID&lt;br /&gt;
* CLASS_NO_DRAW&lt;br /&gt;
(Name is valid starting with Oolite 1.74. Before it was called &amp;quot;scanClass&amp;quot;. Scripts can define custom colours for ships on the [[IFF system]] so ships might have an other scan_class as is seams.)&lt;br /&gt;
&lt;br /&gt;
==== Developer Note ====&lt;br /&gt;
Oolite uses scan_class internally to determine the behaviour of some ships (particularly with regard to who may shoot whom without incurring legal penalties). Bear this in mind and don't allocate CLASS_POLICE or CLASS_THARGOID to ships lightly!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;scan_class&amp;quot; = &amp;quot;CLASS_ROCK&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== scanner_range ==&lt;br /&gt;
Sets a custom scanner range. Standard is 25.6 km, thargoids have 50 km. Only applies to NPCs. However, at least since oolite 1.65 all defined scanner ranges are limited to 25.6 km, even for thargoids. This means it only makes sense defining shorter ranges than the maximum range.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;scanner_range&amp;quot; = &amp;quot;25600&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== scoop_position ==&lt;br /&gt;
Determines the XYZ point on the model from which cargo is scooped. (default is 0,0,0)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;scoop_position&amp;quot; = &amp;quot;0.0 -4.5 -23.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== script ==&lt;br /&gt;
Specifies a [[Scripting Oolite with JavaScript|JavaScript script]] to attach to the ship. Ship scripts are the preferred approach for scripting ships in current Oolite.&lt;br /&gt;
&lt;br /&gt;
== script_info ==&lt;br /&gt;
A property list whose contents are available to JavaScript scripts, for whatever use they desire. It is exposed to JavaScript as the &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Ship#scriptInfo|scriptInfo]]&amp;lt;/code&amp;gt; property of &amp;lt;code&amp;gt;Ship&amp;lt;/code&amp;gt; objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Take note that when using an ascii plist, the JS engine will read in all entries as strings. When you need an entry as number, you might need to explicit convert it to a number. This is specially true for booleans as a &amp;quot;NO&amp;quot; string will be read as true. For all normal keys its Oolite that does the conversion for you.&lt;br /&gt;
&lt;br /&gt;
== script_actions ==&lt;br /&gt;
Gives an oportunity to insert events such as in [[script.plist]], to involve a specific shipdata entity.  As seen in the following example, this particular object checks if Player has a cloaking device, and if not, will award it.  Should Player already have it, the gift will be in gold. See also [[scripts within shipdata]] for more detailled info.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;script_actions&amp;quot; =&lt;br /&gt;
 (&lt;br /&gt;
     &amp;quot;testForEquipment: EQ_CLOAKING_DEVICE&amp;quot;,&lt;br /&gt;
     {&lt;br /&gt;
        &amp;quot;conditions&amp;quot;&lt;br /&gt;
        (&lt;br /&gt;
           &amp;quot;foundEquipment_bool equal NO&amp;quot;&lt;br /&gt;
        )&lt;br /&gt;
        &amp;quot;do&amp;quot;&lt;br /&gt;
        (&lt;br /&gt;
           &amp;quot;awardEquipment: EQ_CLOAKING_DEVICE&amp;quot;&lt;br /&gt;
        )&lt;br /&gt;
        &amp;quot;else&amp;quot;&lt;br /&gt;
        (&lt;br /&gt;
           &amp;quot;awardCargo: 100 Gold&amp;quot;&lt;br /&gt;
        )&lt;br /&gt;
     }&lt;br /&gt;
 );&lt;br /&gt;
&lt;br /&gt;
== setup_actions ==&lt;br /&gt;
Arranges a process that may be necessary for some objects, like ball turrets.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;setup_actions&amp;quot; =&lt;br /&gt;
 (&lt;br /&gt;
    &amp;quot;initialiseTurret&amp;quot;&lt;br /&gt;
 );&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== shaders ==&lt;br /&gt;
The ''shaders'' dictionary has the same structure as the ''[[#materials|materials]]'' dictionary. When [[Shaders in Oolite|shaders]] are available, the contents of the ''shaders'' dictionary are used in preference to those in ''materials''. If shaders are not available, the ''shaders'' dictionary is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== smooth ==&lt;br /&gt;
Determines if the model will use glLightModel(GL_FLAT) or glLightModel(GL_SMOOTH).&lt;br /&gt;
&lt;br /&gt;
If true, then lighting effects will be interpolated across the polygons of the model, giving a more 'rounded' effect.&lt;br /&gt;
&lt;br /&gt;
Asteroids, Boulders and Splinters use this effect as do some other models.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;smooth&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== spawn ==&lt;br /&gt;
The spawn directory is only used when a ship is added with the command: &amp;quot;spawnShip: shipname&amp;quot;.  This command only allows to add one ship by name (not role!). The position and orientation are taken from a spawn directory that describes the position it is placed and the position it is looking at.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 &amp;quot;spawn&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
       &amp;quot;facing_position&amp;quot; = &amp;quot;spu 0 0 0&amp;quot;;&lt;br /&gt;
       &amp;quot;position&amp;quot; = &amp;quot;wpu 0 0 0.2&amp;quot;;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== subentities ==&lt;br /&gt;
An array of ''subentity definitions''. A ''subentity'' is an object attached to your ship. There are several types of subentity:&lt;br /&gt;
* ''Static subentities'', the default type, are simply extra models. They are defined as separate shipdata.plist entries, so technically they’re ships, but they don’t have a mind of their own. If the main ship is [[#frangible|frangible]], static subentities can take damage and blow up separately from the main ship. They can also be individually exploded or removed by scripts.&lt;br /&gt;
* ''Docks'' are recognized when setting up a station or carrier, and used to determine the station’s docking port parameters. After set-up, they work just like normal static subentities. The string &amp;quot;dock&amp;quot; in lowercase must be part of the old style name in order to get recognised as the dock subEntity.&lt;br /&gt;
* 'Ball turrets'' turn to track the ship’s current target, and shoot plasma balls if the target is within range (6000 metres). A ball turret’s field of fire is a 157 ° cone centred on its original facing. Currently, ball turrets make no effort not to shoot their own ship, so it is up to the designer to ensure this field of fire is clear. Like a static subentity, a ball turret is based on a shipdata.plist entry so its appearance can be customized. Oolite provides a built-in shipdata entry for ball turrets called, imaginatively, '''ballturret'''.&lt;br /&gt;
* ''Flashers'' are blobs which glow with a pulsating light. From Oolite 1.74 onwards, constant light will also be an option. Note that while flashers appear luminous – they are unaffected by shadows – they do not cast light on other objects.&lt;br /&gt;
&lt;br /&gt;
=== New-style subentity definition ===&lt;br /&gt;
Oolite 1.73 introduced a more flexible, dictionary-based way of specifying subentities. A new-style subentity is a dictionary using the following keys:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Subentity definition properties&lt;br /&gt;
! Name !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''type''' || string || One of: “'''standard'''”, “'''ball_turret'''”, “'''flasher'''”. If not specified, “standard” is assumed.&lt;br /&gt;
|-&lt;br /&gt;
| '''subentity_key''' || string || The key of a ''shipdata.plist'' entry. Required for '''standard''' and '''ball_turret''' subentities, ignored for flashers.&lt;br /&gt;
|-&lt;br /&gt;
| '''position''' || vector || The position of the subentity relative to its parent. (This can be specified as a string with three numbers in it, or an array of three numbers, or a dictionary with '''x''', '''y''' and '''z''' entries.) Default: (0, 0, 0).&lt;br /&gt;
|-&lt;br /&gt;
| '''orientation''' || [[quaternion]] || The orientation of the subentity. Ignored for flashers. (This can be specified as a string with four numbers in it, or an array of four numbers, or a dictionary with '''w''', '''x''', '''y''' and '''z''' entries.) Default: (1, 0, 0, 0), which corresponds to no rotation.&lt;br /&gt;
|-&lt;br /&gt;
| '''is_dock''' || boolean || True if the subentity is a dock; false by default. Only applies to '''standard''' subentities. '''Note:''' this is ''not'' implied by having “dock” in the '''subentity_key''', as it is for old-style subentity definitions.&lt;br /&gt;
|-&lt;br /&gt;
| '''fire_rate''' || number || Interval between shots in seconds, for '''ball_turret''' subentities. Default: 0.5; minimum: 0.25.&lt;br /&gt;
|-&lt;br /&gt;
| '''color''' || [[Materials in Oolite#Colour specifiers|colour specifier]] || Single colour for a flasher. Ignored for non-flashers. Default value: '''redColor'''.&lt;br /&gt;
|-&lt;br /&gt;
| '''colors''' || array || Array of colour specifiers for a flasher. Ignored for non-flashers. Before 1.74, only the first entry was used. If not present, see '''color'''. '''Note:''' like [[#laser_color|laser_color]], flasher colours must be “reasonably bright”.&lt;br /&gt;
|-&lt;br /&gt;
| '''frequency''' || number || Pulse rate for flashers, in cycles per second. Ignored for non-flashers. If 0, the flasher will have full intensity all the time in Oolite 1.74 and later, but half intensity in earlier releases. Default: 2.&lt;br /&gt;
|-&lt;br /&gt;
| '''initially_on''' || boolean || Specifiers whether a flasher is turned on when created. Ignored for non-flashers. Default: yes.&lt;br /&gt;
|-&lt;br /&gt;
| '''phase''' || number || Pulse phase offset for flashers, in seconds. Ignored for non-flashers. (This value is simply added to the time to get the pulse parameter.) Default: 0.&lt;br /&gt;
|-&lt;br /&gt;
| '''size''' || positive number || Diameter of a flasher in metres. Ignored for non-flashers. Default: 8. (Why 8? I don’t remember.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Old-style subentity definition ===&lt;br /&gt;
Prior to Oolite 1.73, this was the the only way to specify a subentity.&lt;br /&gt;
&lt;br /&gt;
An old-style subentity definition is a string with eight items separated by spaces. In the description below, words in bold correspond to keys in [[#New-style subentity definition|new-style definitions]]. There are two variants:&lt;br /&gt;
&lt;br /&gt;
==== Flashers ====&lt;br /&gt;
For a flasher, the entry takes the form:&lt;br /&gt;
 *FLASHER* x y z hue frequency phase size&lt;br /&gt;
''*FLASHER*'' must be precisely the string “*FLASHER*”, in capitals.&lt;br /&gt;
&lt;br /&gt;
''x'', ''y'' and ''z'' form the '''position'''.&lt;br /&gt;
&lt;br /&gt;
''hue'' specifies the [http://en.wikipedia.org/wiki/HSL_and_HSV HSV] hue component (in degrees) of '''color'''. Saturation and value are always 1.&lt;br /&gt;
&lt;br /&gt;
'''frequency''', '''phase''' and '''size''' are the same as in the new-style format.&lt;br /&gt;
&lt;br /&gt;
'''initially_on''' is false.&lt;br /&gt;
&lt;br /&gt;
==== Other subentities ====&lt;br /&gt;
For a non-flasher, the entry takes the form:&lt;br /&gt;
 key x y z qw qx qy qz&lt;br /&gt;
''key'' corresponds to '''subentity_key'''.&lt;br /&gt;
&lt;br /&gt;
''x'', ''y'' and ''z'' form the '''position'''.&lt;br /&gt;
&lt;br /&gt;
''qw'', ''qx'', ''qy'' and ''qz'' form the '''orientation'''.&lt;br /&gt;
&lt;br /&gt;
'''type''' is ''standard'' unless the command ''initialiseTurret'' is present in the [[#setup_actions|setup_actions]] of the subentity, in which case it is ''ball_turret''. Note that the ''initialiseTurret'' no longer does anything when executed in a script; its presence is only used as an indicator to set the ''is_turret'' property when old-style definitions are translated. If ''initialiseTurret'' is inside a condition, it will be ignored. The ''initialiseTurret'' command is not required or useful for turrets which are only referenced using new-style subentity definitions.&lt;br /&gt;
&lt;br /&gt;
'''is_dock''' is implied by having the string “dock” (in lowercase) in the ''key''.&lt;br /&gt;
&lt;br /&gt;
== track_contacts ==&lt;br /&gt;
Tracks the movement of the ship and sends a &amp;quot;CLOSE CONTACT&amp;quot; message to other ship AI's. It uses a time consuming tracking, so only set to true when actually used.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;track_contacts&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== throw_sparks ==&lt;br /&gt;
Each new ship should start in seemingly good operating condition, unless specifically told not to. (Added with oolite 1.73, false by default)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;throw_sparks&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== thrust ==&lt;br /&gt;
Gives the entity an 'inertia' value, telling how fast it can increase or reduce speed (in m/s^2). 0 for rocks and cargo, 50 for a very fast ship, 100 for a station. When used with turrets it defines the turn rate in revolutions per second (with 1 being an average value). &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;thrust&amp;quot; = &amp;quot;25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== unpiloted ==&lt;br /&gt;
Used to designate items that will never have a pilot, thus never turn aggressive and never eject a pod. By chance factor, or true/false.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not add a pilot when set to false, but will remove any existing pilot when set to true.&lt;br /&gt;
commsMessages can only be broadcasted by piloted ships. Ships are by default piloted.  cargo , rocks, missiles etc. are not piloted by default.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;unpiloted&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== view_position_.. ==&lt;br /&gt;
Sets the ship's 4 point-of-view positions in XYZ relative to the model.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;view_position_aft&amp;quot; = &amp;quot;0.0 5.0 -20.0&amp;quot;;&lt;br /&gt;
 &amp;quot;view_position_forward&amp;quot; = &amp;quot;0.0 1.9375 5.0&amp;quot;;&lt;br /&gt;
 &amp;quot;view_position_port&amp;quot; = &amp;quot;-11.85 2.825 -3.5&amp;quot;;&lt;br /&gt;
 &amp;quot;view_position_starboard&amp;quot; = &amp;quot;11.85 2.825 -3.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== weapon_energy ==&lt;br /&gt;
This setting works differently depending on the type of entity it's used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Missiles.&amp;lt;/b&amp;gt; Changes the damage inflicted by the missile. Any value accepted.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;weapon_energy&amp;quot; = &amp;quot;180&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NPC ships.&amp;lt;/b&amp;gt; Changes the forward weapon damage to a value different to the default one. Values higher than 50 will be ignored.&lt;br /&gt;
&lt;br /&gt;
Default values are: WEAPON_PLASMA_CANNON = 6.0; WEAPON_PULSE_LASER = 15.0; WEAPON_BEAM_LASER = 15.0; WEAPON_MINING_LASER = 50.0; WEAPON_THARGOID_LASER = 12.5; WEAPON_MILITARY_LASER = 23.0&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;weapon_energy&amp;quot; = &amp;quot;17&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;N.B.&amp;lt;/b&amp;gt; It does not have any effect on player ships.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== weapon_offset ==&lt;br /&gt;
Removed after version 1.65 (it was used to change the offsetpoint of a plasma cannon.)&lt;br /&gt;
&lt;br /&gt;
== weapon_position_.. ==&lt;br /&gt;
Plots the 'gunmouth' points of the model's 4 potential lasers.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;weapon_position_aft&amp;quot; = &amp;quot;0.0 -5.0 -20.0&amp;quot;;&lt;br /&gt;
 &amp;quot;weapon_position_forward&amp;quot; = &amp;quot;0.0 0.0417 16.6667&amp;quot;;&lt;br /&gt;
 &amp;quot;weapon_position_port&amp;quot; = &amp;quot;-13.75 -2.0625 -1.875&amp;quot;;&lt;br /&gt;
 &amp;quot;weapon_position_starboard&amp;quot; = &amp;quot;13.75 -2.0625 -1.875&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
= Station keys=&lt;br /&gt;
The following keys are only used by stations or carriers.&lt;br /&gt;
&lt;br /&gt;
== allows_auto_docking ==&lt;br /&gt;
When set false for a station, this station will not allow the use of a docking computer. Default value in &amp;quot;yes&amp;quot;. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 allows_auto_docking = &amp;quot;no&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
== allows_fast_docking ==&lt;br /&gt;
When set true for a station, this station will allow fast docking with the docking computer. Default value in &amp;quot;no&amp;quot;. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 allows_fast_docking = &amp;quot;yes&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
== defense_ship ==&lt;br /&gt;
Gives an oportunity to designate a particular ship by name that will defend a station/carrier. See also [[Shipdata.plist#defense_ship_role|defense_ship_role]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 defense_ship&amp;quot; = &amp;quot;my_defender&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== defense_ship_role ==&lt;br /&gt;
Gives an oportunity to designate a particular (group of) ships that will defend a station/carrier. This has to be specified in the [[Shipdata.plist#roles|roles]] of the ship(s) that are assigned to defend. When launched from a carrier the scan_class becomes that of the carrier. Default role is &amp;quot;police&amp;quot;/&amp;quot;interceptor&amp;quot; for normal stations and &amp;quot;hermit-ship&amp;quot; for stations of CLASS_ROCK. Defense ships with scanclass police or with a hermit-ship role launch with a policeInterceptAI.plist. All other ships use the ai_type as defined in shipdata.plist. After launch, all primary roles are changed into: &amp;quot;defense_ship&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;defense_ship_role&amp;quot; = &amp;quot; carrier_defenders&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== docking_pattern_model ==&lt;br /&gt;
The name of the .dat file that is used for displaying the docking pattern for this station only.  Default is &amp;quot;ring.dat&amp;quot;.  (Introduced in version 1.74)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;docking_pattern_model&amp;quot; = &amp;quot;ring.dat&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== equipment_price_factor ==&lt;br /&gt;
Equipment price mask for dockables.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;equipment_price_factor&amp;quot; = &amp;quot;4.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== equivalent_tech_level ==&lt;br /&gt;
Sets shipyard tech level for dockables, different to the local system tech_level. Default value is the system tech_level.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;equivalent_tech_level&amp;quot; = 1;&lt;br /&gt;
&lt;br /&gt;
== has_npc_traffic ==&lt;br /&gt;
Determines if a station has NPC traffic. Default is &amp;quot;yes&amp;quot;. When set to &amp;quot;no the station will not launch random traders. Only rotating stations will launch traders when this is set to true.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_npc_traffic&amp;quot; = yes;&lt;br /&gt;
 &lt;br /&gt;
== has_patrol_ships ==&lt;br /&gt;
Determines if a station launches periodic patrol ships. Default is &amp;quot;no&amp;quot;. Main stations always have patrol ships. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_patrol_ships&amp;quot; = yes;&lt;br /&gt;
 &lt;br /&gt;
== has_shipyard ==&lt;br /&gt;
Determines if a station or carrier has a shipyard. By chance factor as number between 0 and 1, but it can also be an array of conditions. Default is &amp;quot;no&amp;quot;, but for main stations has_shipyard is always &amp;quot;yes&amp;quot;. (Name is valid starting with Oolite 1.74. Before it was called &amp;quot;hasShipyard&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_shipyard&amp;quot; = &amp;quot;0.75&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;has_shipyard&amp;quot; = (&lt;br /&gt;
                   systemGovernment_number morethan 3,&lt;br /&gt;
                   systemEconomy_number lessthan 4&lt;br /&gt;
                  )&lt;br /&gt;
&lt;br /&gt;
== interstellar_undocking ==&lt;br /&gt;
When set true for a station, this station will allow interstellar docking and undocking in interstellar space. When set to &amp;quot;no&amp;quot; the player docks in nearby normal space. Default value in &amp;quot;no&amp;quot;. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 interstellar_undocking = &amp;quot;yes&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
==is_carrier==&lt;br /&gt;
Added as a tag for making the model be considered a carrier or station.  An alternative to including ''carrier'' or ''station'' among the [[Shipdata.plist#roles|roles]]. When present this key even overrules station/carrier settings with roles. (Name is valid starting with Oolite 1.74. Before it was called &amp;quot;isCarrier&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_carrier&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== market ==&lt;br /&gt;
Key that sets the market for stations and carriers. The name defines the key in [[commodities.plist]] that will be used as local market. Without a market key, the stations primaryRole is used as market.  Added with test release 1.74&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;market&amp;quot; = &amp;quot;none&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_defense_ships ==&lt;br /&gt;
Designates how many ships a dockable entity (station, carrier) can launch in defense. Default value  is 3. See also [[Station Ships]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_defense_ships&amp;quot; = &amp;quot;10&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_police ==&lt;br /&gt;
Designates how many police or patrol ships a dockable entity (station, carrier) can launch.  Default value  is 8. See also [[Station Ships]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_police &amp;quot; = &amp;quot;10&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_scavengers ==&lt;br /&gt;
Designates how many scavengers or miners a dockable entity (station, carrier) can launch. Default value  is 3. See also [[Station Ships]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_scavengers&amp;quot; = &amp;quot;10&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== port_dimensions ==&lt;br /&gt;
Defines the size of the docking port and takes 3 numbers, separated by &amp;quot;x&amp;quot;. This key is generally of little use and can be skipped as it becomes overwritten by the actual size of the bounding box of the dock subentity when a correct dock subentity is defined.&lt;br /&gt;
  &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;port_dimensions&amp;quot; = &amp;quot;65x30x500&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Size of Oolites main-station dock is: 64.00 x 192.00 x 250.00  while the dimension of a rock-hermit dock is: 138.001 x 138.001 x 250.12 (W x H x L)&amp;lt;br&amp;gt;&lt;br /&gt;
These sizes may be relevant for ship dimensions as since Oolite 1.75 ships must fit in these docks to be allowed docking or launching.&lt;br /&gt;
&lt;br /&gt;
== port_radius ==&lt;br /&gt;
Defines the size of the docking port radius. Or more precise, this is the distance from the station centre to the port location. Default value is 500. This key is generally of little use and can be skipped as it will be overwritten by the real position of the dock subentity.&lt;br /&gt;
  &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;port_radius&amp;quot; = &amp;quot;500&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== requires_docking_clearance ==&lt;br /&gt;
Sets the requirement for docking clearance. Default is &amp;quot;no&amp;quot;. See also [[Oolite_Docking_Clearance_Protocol_%28v1.72_or_later%29|DockingClearance]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;requires_docking_clearance&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
==rotating==&lt;br /&gt;
Given to a station when rotation is desired. Default is &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;rotating&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== station_roll ==&lt;br /&gt;
Determines the rotation speed of a station. Default value is determined by the systemwide station_roll in planetInfo.plist. If that is not defined, the default is 0.4. Negative values are also possible for a rotation in the other direction. (Key is added in Oolite 1.74.2)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;station_roll&amp;quot; = &amp;quot;-1.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Shipdata.plist&amp;diff=27423</id>
		<title>Shipdata.plist</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Shipdata.plist&amp;diff=27423"/>
		<updated>2011-03-22T23:35:32Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* rotational_velocity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''shipdata.[[plist]]''' will provide Oolite with all the definitions necessary to include it as an entity in the game, be it ship, station, freak object or sub-entity [[shipdata_structure|(extra)]]. The following (property) entries are, for order's sake, listed alphabetically:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Ship keys=&lt;br /&gt;
The following keys are used by all ships&lt;br /&gt;
==accuracy==&lt;br /&gt;
Used with missiles it has influence on tracking of target. Allowed values with missiles are between 0.0 and 10.0. When not defined, the system assings to the missile the accuracy value of 0.0, which corresponds to the standard missile tracking behaviour.&lt;br /&gt;
&lt;br /&gt;
Used with NPC ships it enlarges the chance of shooting at greater distances. Value with NPC ships is between -5 and 10.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;accuracy&amp;quot; = 8;&lt;br /&gt;
&lt;br /&gt;
== aft_eject_position ==&lt;br /&gt;
Determines the XYZ point on the model from which cargo is ejected.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;aft_eject_position&amp;quot; = &amp;quot;0.0 -4.5 -23.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== aft_weapon_type ==&lt;br /&gt;
Assigns the ship's laser. &lt;br /&gt;
Any weapon type from the [[equipment.plist]] can be used (and WEAPON_NONE). &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;aft_weapon_type&amp;quot; = &amp;quot;WEAPON_BEAM_LASER&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== ai_type ==&lt;br /&gt;
Assigns an AI to the entity. This may be a previously existing AI, or one custom made for the occasion.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;ai_type&amp;quot; = &amp;quot;pirateAI.plist&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== auto_ai ==&lt;br /&gt;
This will autoswitch the ai to the appropriate one if a ship was added in one of its standard roles like trader or pirate. (true by default). See also the comment in the autoAIMap.plist inside Oolite. Defining auto_ai is only necessary when using one of the standard roles mentioned in the autoAIMap.plist for your ship. auto_ai does nothing for ships with custom roles.&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;auto_ai&amp;quot; = yes;&lt;br /&gt;
This auto_ai switch is also used for bounties. When auto_ai is false the ship will keep the bounty as defined for the ship but, when true and the ship is added in one of the populator roles, the ship will get the default bounty for that role.&lt;br /&gt;
&lt;br /&gt;
== beacon ==&lt;br /&gt;
A special feature for beacons and navigation aids.&lt;br /&gt;
The string can be anything - the first letter is what's displayed in the advanced space compass.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
 &amp;quot;beacon&amp;quot; = &amp;quot;X-code&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The following characters are known to be used as identifiers for '''stations and other fixed objects''' (listed with their respective OXPs):&lt;br /&gt;
&lt;br /&gt;
 A = Astromine (Commies)&lt;br /&gt;
 B = Black Monk Monastery (Black Monks)&lt;br /&gt;
     A Seedy Space Bar (Random Hits)&lt;br /&gt;
     Nemeanian Military Base (Assassins)&lt;br /&gt;
 C = CoachWhip hOopy Casino (Hoopy Casino)&lt;br /&gt;
     Pi-42 Con Store (Your Ad Here)&lt;br /&gt;
 F = Collective Zero-G Factory (Commies)&lt;br /&gt;
     Collective SLAPU (Commies)&lt;br /&gt;
     Imperial AstroFactory (Dictators)&lt;br /&gt;
 G = Griff Research Ltd Orbital Base (Assassins)&lt;br /&gt;
     GRS Buoy Factory (GRS Buoy Repair)&lt;br /&gt;
 H = Hacker Outpost (Anarchies)&lt;br /&gt;
     Deep Space Hoopy Hotel : Hades Branch (Assassins)&lt;br /&gt;
 L = The Link Base (Ionics)&lt;br /&gt;
     Deep Space Hoopy Hotel : Lernean Branch (Assassins)&lt;br /&gt;
 N = Main Station Beacon&lt;br /&gt;
 P = Tianve Pulsar Monitoring Station (Tianve)&lt;br /&gt;
 R = Rock Hermit (Rock Hermit Locator)&lt;br /&gt;
     Augeaian Orbital Repair Facility (Assassins)&lt;br /&gt;
     Rebel Outpost (Assassins)&lt;br /&gt;
 Q = Hesperides Wiseguy Way-Station (Assassins)&lt;br /&gt;
 S = Navy SecCom Station (Galactic Navy)&lt;br /&gt;
     Special Branch Orbital Headquarters (Assassins)&lt;br /&gt;
 T = Taranis Corporation HQ (Taranis)&lt;br /&gt;
 W = Witchpoint Buoy&lt;br /&gt;
 Z = Free Trade Zone (Free Trade Zone)&lt;br /&gt;
&lt;br /&gt;
The following characters are known to be used for '''non-station objects that may appear anywhere''':&lt;br /&gt;
&lt;br /&gt;
 H = Homing Beacon (ett Homing Beacon)&lt;br /&gt;
&lt;br /&gt;
The following characters should not be assigned easily to stations or ships that are supposed to appear anywhere, because they are likely to be used for ships in other OXPs:&lt;br /&gt;
&lt;br /&gt;
 M = Mark&lt;br /&gt;
 T = Target&lt;br /&gt;
 V = Victim&lt;br /&gt;
 X = general marker&lt;br /&gt;
 + = general marker&lt;br /&gt;
&lt;br /&gt;
We can also use custom icons with the compass. For that you must define a key in descriptions.plist with the same name as the beacon definition.  Than define the icon in the same way as missile icons. (An array of x/y-coordinates that will be connected by lines)&amp;lt;br&amp;gt;&lt;br /&gt;
Example in shipdata:&lt;br /&gt;
 &amp;quot;beacon&amp;quot; = &amp;quot;fuelStation_location&amp;quot;;&lt;br /&gt;
Example in descriptions.plist&lt;br /&gt;
 &amp;quot;fuelStation_location&amp;quot; =  (1, 2, -3, 2, -3, -4, 3, -4, 3, 4,  -3, 4, -3, 3, 2, 3, 2, -3, 1, -3 );&lt;br /&gt;
Before 1.75 the ships primary role was used for defining the icon name in descriptions.plist, but since 1.75 the beacon name itself is used.&lt;br /&gt;
&lt;br /&gt;
== bounty ==&lt;br /&gt;
Sets a Cr. reward on the NPC's head, and is bound to give it trouble with the law . This bounty setting is overruled when adding ships in one of the populator roles like pirate, trader etc. Pirates are default added with a small bounty and traders are added clean. However, like the player, also the npc bounty can raise when attacking other clean ships or police vessels.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;bounty&amp;quot; = 50;&lt;br /&gt;
&lt;br /&gt;
== cargo_carried ==&lt;br /&gt;
Determines the type of cargo carried as described in [[commodities]] and [[commodities.plist]].  Only one type can be specified. This key can be used for both ships and barrels.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cargo_carried&amp;quot; = &amp;quot;Gold&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
When used for barrels, it is also possible to add several units in a pod by preceding the commodity name with a space separated number. Adding more than a ton in a pod is not possible. Defining a quantity for ships is not possible this way.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to define a mix of random cargo for ships by using the string &amp;quot;SCARCE_GOODS&amp;quot; or &amp;quot;PLENTIFUL_GOODS&amp;quot;, instead of a commodity name. The first selects random goods that are scarce at the main station, the second selects goods that are plentiful present at the main station. (Populator added traders heading toward the station always have scarce goods while traders heading from the main station always have plentiful goods on board. It would be wise to stick to this rule with custom ships.)&amp;lt;br&amp;gt;&lt;br /&gt;
To make cargo_carried working for ships, the cargo_type must be &amp;quot;CARGO_NOT_CARGO&amp;quot; to define the ship not being cargo itself. (see below)&lt;br /&gt;
&lt;br /&gt;
== [[cargo_type]] ==&lt;br /&gt;
Determines if object is indeed cargo (CARGO_RANDOM, CARGO_SLAVES, CARGO_THARGOID, CARGO_ALLOY, CARGO_MINERALS, CARGO_CARRIED) or a ship, as below, which is not cargo. Works since Oolite 1.71 also for pods spawn by a script. CARGO_CARRIED needs in addition an second key cargo_carried that specifies the cargo. (see below)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cargo_type&amp;quot; = &amp;quot;CARGO_RANDOM&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
More control of contents of barrels is available through the CARGO_CARRIED string.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cargo_type&amp;quot; = &amp;quot;CARGO_CARRIED&amp;quot;;&lt;br /&gt;
 &amp;quot;cargo_carried&amp;quot; = &amp;quot;4 Gold&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
You can also specify the cargo of a ship. use &amp;quot;cargo_type&amp;quot; = CARGO_NOT_CARGO  and define the contents of the barrels it will give with &amp;quot;cargo_carried&amp;quot;. In that case there must be no quantity defined, only the type of [[commodity]].&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cargo_type&amp;quot; =  &amp;quot;CARGO_NOT_CARGO&amp;quot;;&lt;br /&gt;
 &amp;quot;cargo_carried&amp;quot; = &amp;quot;Computers&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Another notable type of cargo is the scripted item CARGO_SCRIPTED_ITEM, as examplified by the cloacking device. When CARGO_SCRIPTED_ITEM is defined, the barrels will trigger scooping events for the ship-scripts. Other barrels don't trigger scooping events.&amp;lt;br&amp;gt;&lt;br /&gt;
The cargo barrels are stored in the ships hold like normal barrels when a cargo was defined for them with the JS method &amp;quot;setCargo&amp;quot;. Without defined content, scripted barrels are removed after scooping. Scripted cargo works with any object that can be scooped. When you have scripted escape pods that must be preserved after scooping, fill it with one ton of Slaves.&lt;br /&gt;
&lt;br /&gt;
== cloak_automatic ==&lt;br /&gt;
When false, the cloak of npc ships will never get activate automatic during combat, but is only activated by JS script commands. (True by default) Key added with Oolite 1.75&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cloak_automatic&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
== cloak_passive ==&lt;br /&gt;
When true, any firing of laser will deactivate the cloak. (False by default) &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;cloak_passive&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
==conditions==&lt;br /&gt;
With this option you can include an array of extra conditions when to add a ship. When the conditions are not met, the ship does not appear in a selection list by role. Useful when you have a standard ship like a trader that should only be added in certain systems.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;conditions&amp;quot; = (&lt;br /&gt;
                 &amp;quot;systemGovernment_number equal 3&amp;quot;,&lt;br /&gt;
                 &amp;quot;systemEconomy_number lessthan 4&amp;quot;&lt;br /&gt;
                );&lt;br /&gt;
&lt;br /&gt;
== counts_as_kill ==&lt;br /&gt;
Killing this ship will not count as a kill by the player when set to false. (Default is true). Using this key prevents awarding kills to all kind of cargo, debris etc. Key is added with Oolite 1.75&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;counts_as_kill&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
== custom_views==&lt;br /&gt;
Will add the ability to display custom POVs of the player ship, in game toggled by pressing '''v'''.  &lt;br /&gt;
&lt;br /&gt;
This is an array with any number of entries, one for each view, each with:&lt;br /&gt;
*a '''view_description''' - giving a textual description of the view. &lt;br /&gt;
*a '''view_position''' - relative to the origin of the ship model. &lt;br /&gt;
*a '''view_orientation''' - this is a [[Quaternions|quaternion]] expressing a rotation from directly forwards. &lt;br /&gt;
*a '''weapon_facing''' - FORWARD, AFT, PORT or STARBOARD. The weapon that will fire when that view is selected.&lt;br /&gt;
&lt;br /&gt;
The view_position is best chosen by selecting a facet, line or point in Wings and copying down the coordinates. &lt;br /&gt;
&lt;br /&gt;
For the view_orientation you will probably need a calculator but the basic method is to choose a unit vector (x y z) as the axis for a rotation then calculate the four values W X Y and Z for the quaternion as follows: &lt;br /&gt;
&lt;br /&gt;
W = the cosine of half the angle rotated about the axis xyz&amp;lt;br /&amp;gt;&lt;br /&gt;
X = the sine of half the angle rotated about xyz, multiplied by x&amp;lt;br /&amp;gt;&lt;br /&gt;
Y = the sine of half the angle rotated about xyz, multiplied by y &amp;lt;br /&amp;gt;&lt;br /&gt;
Z = the sine of half the angle rotated about xyz, multiplied by z &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Four decimal places are probably enough accuracy for these values.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  custom_views =&lt;br /&gt;
 (&lt;br /&gt;
     {&lt;br /&gt;
         view_description = &amp;quot;Front View&amp;quot;;&lt;br /&gt;
         view_orientation = &amp;quot;0.0 0.0 1.0 0.0&amp;quot;;&lt;br /&gt;
         view_position = &amp;quot;0.0 30.0 200.0&amp;quot;;&lt;br /&gt;
         weapon_facing = &amp;quot;FORWARD&amp;quot;;&lt;br /&gt;
     }&lt;br /&gt;
 );&lt;br /&gt;
&lt;br /&gt;
== death_actions ==&lt;br /&gt;
Gives an opportunity to have a ship's death trigger one or a set of [[Shipdata.plist#script_actions|script_actions]]. It contains an array of legacy script expressions.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;death_actions&amp;quot; = (&amp;quot;spawn: explosive_shrapnel 1&amp;quot;);&lt;br /&gt;
 &lt;br /&gt;
== debris_role ==&lt;br /&gt;
Specifies the kind of debris an asteroid or boulder generates. When not defined they default to generating 'ships' with role &amp;quot;boulder&amp;quot; or &amp;quot;splinter&amp;quot;.  (Key added with Oolite 1.74)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;debris_role&amp;quot; = &amp;quot;my_boulder_foo&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
== density ==&lt;br /&gt;
This real value is used to calculate a ships total mass. Default is 1.0&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;density&amp;quot; = 1.5;&lt;br /&gt;
&lt;br /&gt;
== display_name ==&lt;br /&gt;
States the model's name as it will be known to the ID computer. By default this is the same as &amp;quot;name&amp;quot;. Added for multilingual oolite.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;display_name&amp;quot; = &amp;quot;ExampleShip Mark IX&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== energy_recharge_rate ==&lt;br /&gt;
The rate at which energy is replenished.  Stations are at 100, Adders at 2. (Default value: 1)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;energy_recharge_rate&amp;quot; = &amp;quot;3.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== escape_pod_model ==&lt;br /&gt;
With this entry ships can have custom escape pods. (starting from version 1.65) You have to specify the '''role''' of your custom escape pod (not its entry-name).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;escape_pod_model&amp;quot; = &amp;quot;custom_pod&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== escorts ==&lt;br /&gt;
Determines how many escorts an NPC shall have. Maximum is 16.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;escorts&amp;quot; = 4;&lt;br /&gt;
Warning: Ships with scanClass = CLASS_POLICE should always have escorts set to zero. Oolite will set this value here and add wingmans instead of escorts. Without special scripting escorts won't escort a mother with CLASS_POLICE.&amp;lt;br&amp;gt;&lt;br /&gt;
For ships that are added in a trader role, the populator can decide to subtract escorts from the defined value when the system is estimated as safe. &lt;br /&gt;
&lt;br /&gt;
== escort_role ==&lt;br /&gt;
Assigns the specific ship type to be the escort, by the ship's role. (Before Oolite 1.74 only the name &amp;quot;escort-role&amp;quot; is accepted.)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;escort_role&amp;quot; = &amp;quot;my_custom_escort_role&amp;quot;;&lt;br /&gt;
Escort ships will use the escortAI.plist unless &amp;quot;auto_ai&amp;quot; is set to false.&lt;br /&gt;
&lt;br /&gt;
== escort_ship ==&lt;br /&gt;
Assigns the specific ship type to be the escort, by the ship's name. (Before Oolite 1.74 only the name &amp;quot;escort-ship&amp;quot; is accepted.)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;escort_ship&amp;quot; = &amp;quot;cobramk1&amp;quot;;&lt;br /&gt;
Escort ships will use the escortAI.plist unless &amp;quot;auto_ai&amp;quot; is set to false.&lt;br /&gt;
&lt;br /&gt;
== exhaust ==&lt;br /&gt;
The XYZ position(s) of exhaust plume(s), and the XYZ of the plume shape, ergo&lt;br /&gt;
&lt;br /&gt;
 x y z width height length&lt;br /&gt;
&lt;br /&gt;
'''x y z''' is the position relative to the origin of the main model. &lt;br /&gt;
&lt;br /&gt;
'''width''' in meters, how wide a plume is on x axis. (x radius)&lt;br /&gt;
&lt;br /&gt;
'''height''' in meters, how tall a plume is on y axis. (y radius)&lt;br /&gt;
&lt;br /&gt;
'''length''' in meters, how long a plume is on z axis. (This value is in current Oolite versions ignored. Length is now derived from the ships speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are 2 assigned plumes at coords 5, 0, -25 and -5, 0, -25, and each plume is 6 m wide and 4 m tall. (length info is ignored)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;exhaust&amp;quot; = (&lt;br /&gt;
     &amp;quot;5 0.0 -25 6.0 4.0 10.0&amp;quot;,&lt;br /&gt;
     &amp;quot;-5 0.0 -25 6.0 4.0 10.0&amp;quot;&lt;br /&gt;
 );&lt;br /&gt;
&lt;br /&gt;
== extra_cargo ==&lt;br /&gt;
Cargobay extension size can be customised. This is the amount the cargo capacity increases when an extra cargobay is installed. Default value is 15. It is only used with player ships.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;extra_cargo&amp;quot; = 25;&lt;br /&gt;
&lt;br /&gt;
== forward_weapon_type ==&lt;br /&gt;
Assigns the ship's laser. &lt;br /&gt;
Any weapon type from the [[equipment.plist]] can be used (and WEAPON_NONE). &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;forward_weapon_type&amp;quot; = &amp;quot;WEAPON_BEAM_LASER&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== frangible ==&lt;br /&gt;
Determines if eventual sub-entities are &amp;quot;loose&amp;quot;. By default any given object is already frangible, so the use of this line must be to negate that. &lt;br /&gt;
If set to false, the object plus subentities will be regarded as a single object.&lt;br /&gt;
If set to true, sub entities can be destroyed seperately from the main object. Frangible sub-entities can have a max_energy and an energy_recharge_rate that is independently set from the main entity.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;frangible&amp;quot; = no;&lt;br /&gt;
 &lt;br /&gt;
== fragment_chance ==&lt;br /&gt;
Determines if a ship breaks apart into fragments and generates parts with role &amp;quot;wreckage&amp;quot;. By chance factor, or true/false. Default is 90% chance.&lt;br /&gt;
The amount of wreckage is based on the ships mass with a maximum of 3. Wreckage is scaled to match the ships size but is very short living. (0.25s -&amp;gt; 1.25s)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;fragment_chance&amp;quot; = no;&lt;br /&gt;
 &lt;br /&gt;
== fuel ==&lt;br /&gt;
Determines an NPC ship's fuel storage, which will affect how it uses its Fuel Injectors.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;fuel&amp;quot; = 70;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== has_cloaking_device ==&lt;br /&gt;
Determines if a ship has a cloacking device installed. By chance factor, or true/false.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_cloaking_device&amp;quot; = 0.5;&lt;br /&gt;
&lt;br /&gt;
== has_ecm ==&lt;br /&gt;
Determines if a ship has the E.C.M system installed. By chance factor, or true/false.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_ecm&amp;quot; = 0.5;&lt;br /&gt;
or&lt;br /&gt;
 &amp;quot;has_ecm&amp;quot; = no;&lt;br /&gt;
 &lt;br /&gt;
== has_energy_bomb ==&lt;br /&gt;
Determines if a ship has an energy bomb. If it has one, it might launch a mine with role &amp;quot;energy_bomb&amp;quot; as part of his fleeing behavior. currently the only build-in mine with this role is the q-bomb.&amp;lt;br&amp;gt;A ship will only deploy the bomb when it has also fuel-injectors and some fuel left to avoid getting killed by its own bomb. On average it will try to deploy the bomb once every 100 seconds during fleeing.&lt;br /&gt;
&lt;br /&gt;
Example:		&lt;br /&gt;
 &amp;quot;has_energy_bomb&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== has_escape_pod ==&lt;br /&gt;
Determines if a ship has an escape pod. Can be either a boolean value, or a number from 0 to 1 expressing the likelihood of the equipment being present. Starting with version 1.65 ships can have multiple escape pods. To specify more than one escape pod, '''has_escape_pod''' must be set to a numeric value corresponding to the escape pods present on board.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 has_escape_pod = no;&lt;br /&gt;
 has_escape_pod = 0.75;&lt;br /&gt;
 has_escape_pod = 3;&lt;br /&gt;
&lt;br /&gt;
== has_fuel_injection ==&lt;br /&gt;
Determines if a ship has the witchdrive fuel injector.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_fuel_injection&amp;quot; = 0.99;&lt;br /&gt;
&lt;br /&gt;
==has_military_jammer==&lt;br /&gt;
Determines if a ship has a military jammer. Ships equipped with this item become invisible on the radar. &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_military_jammer&amp;quot; = 0.75;&lt;br /&gt;
&lt;br /&gt;
==has_military_scanner_filter==&lt;br /&gt;
Determines if a ship has a military jammer filter. Ships equipped with this item can see ships equipped with a military jammer on the radar. &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_military_scanner_filter&amp;quot; = 0.50;&lt;br /&gt;
&lt;br /&gt;
== has_scoop ==&lt;br /&gt;
Determines if a ship has a fuel/cargo scoop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_scoop&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
== has_scoop_message ==&lt;br /&gt;
A key for cargo. Determines if a barrel generates a default scoop message when scooped. Default is true, but setting it to false suppresses any messages, so a scripts can generate its custom messages on scooping. (Added with Oolite 1.74)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_scoop_message&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
== has_shield_booster==&lt;br /&gt;
Determines if a ship has the shield booster. (enlarges max energy with 256)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_shield_booster&amp;quot; = 0.80;&lt;br /&gt;
&lt;br /&gt;
== has_shield_enhancer ==&lt;br /&gt;
Determines if a ship has the coveted shield enhancer. (enlarges max energy with 256 and raises energy recharge rate with 50%)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_shield_enhancer&amp;quot; = 0.45;&lt;br /&gt;
&lt;br /&gt;
== heat_insulation ==&lt;br /&gt;
This real number gives the amount of heat insulation of a ship. Default is 1.0 Only for NPC ships. Playes ships can have the equipment EQ_HEAT_SHIELDING with gives the player than a heat_insulation of 2.0&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;heat_insulation&amp;quot; = &amp;quot;2.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== hud ==&lt;br /&gt;
Used for a playership, to assign another HUD than the default one.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;hud&amp;quot; = &amp;quot;specialhud.plist&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== hyperspace_motor ==&lt;br /&gt;
If set to false / NO, it will stop ships from executing normal hyperspace jump (player ships will still be able to execute galactic jumps). Default = true / YES. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 &amp;quot;hyperspace_motor&amp;quot; = no;&lt;br /&gt;
&lt;br /&gt;
 hyperspace_motor=NO;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== hyperspace_motor_spin_time ==&lt;br /&gt;
Used to modify jump countdown time. Default = 15.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 &amp;quot;hyperspace_motor_spin_time&amp;quot; = &amp;quot;15&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
==is_external_dependency==&lt;br /&gt;
This key should be added to ships that use like_ship references to ships in other oxps but don't depend on them. Normally will Oolite write errors in the log when it can't resolve a like_ship reference. When this key is set to YES, it will suppress the error generation.&amp;lt;br&amp;gt;WARNING: only set this key to YES when the model won't get added to the system without the other oxp installed or you will miss a valuable warning.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_external_dependency&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
==is_submunition==&lt;br /&gt;
Key added for missiles with multiple warheads. When this key is set and the entity is spawn or fired by a missile, it inherits its parent as owner. This key must be set so the player will be awarded for a kill by submunition.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_submunition&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
==is_template==&lt;br /&gt;
Set this to yes/yes; for ships which are only used through like_ships and are not intended to be used directly. If your (otherwise working) OXP generates warnings about ships with no roles or model attribute, you probably need this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_template&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== laser_color ==&lt;br /&gt;
Determines a ship's laser colour.&lt;br /&gt;
&lt;br /&gt;
As colour you can use a [[Materials in Oolite#Colour specifiers|colour specifier]] or a [[Materials in Oolite#Named colours|named colour]]. The game requires laser colours to be reasonably bright; if the brightest colour component is less than 0.5, the colour will be brightened.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;laser_color&amp;quot; = &amp;quot;cyanColor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== launch_actions ==&lt;br /&gt;
Triggers a script on the entity just after setup, also when called by spawn and addShip methods.&lt;br /&gt;
Can be used to change to a custom AI, when a ship is generated by standard role. &lt;br /&gt;
[[Shipdata.plist#script_actions|script_actions]]&lt;br /&gt;
&lt;br /&gt;
 Example:&lt;br /&gt;
 &amp;quot;role = trader&amp;quot;;&lt;br /&gt;
 &amp;quot;launch_actions&amp;quot; = (&lt;br /&gt;
   &amp;quot;setAITo: pirateAI.plist&amp;quot;&lt;br /&gt;
  );&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== like_ship ==&lt;br /&gt;
Allows a shipdata entry (of a ship with many matching characteristics to another) to be short and sweet. With '''like_ship''' you can reference to another existing shipdata entry, and then only specify the differences to the 'original'. It takes the unique '''entry-identifier''' as argument. Of course you have to make sure that the 'original' you are referring to actually exists, or Oolite won't be able to create your ship.&lt;br /&gt;
&lt;br /&gt;
Works well together with the [[#is_template|is_template]]-key.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;my_ship&amp;quot; = {&lt;br /&gt;
 &amp;quot;like_ship&amp;quot; = &amp;quot;adder&amp;quot;;&lt;br /&gt;
 &amp;quot;max_flight_speed&amp;quot; = &amp;quot;700&amp;quot;;&lt;br /&gt;
 &amp;quot;name&amp;quot; = &amp;quot;Freak Turbo Adder&amp;quot;;&lt;br /&gt;
 },&lt;br /&gt;
&lt;br /&gt;
== likely_cargo ==&lt;br /&gt;
This is only used for ships with role asteroid and pirate. With asteroids it gives the likely number of boulders it breaks into. With pirates added by the [[System Populator]]: when lower than 16 it is the cargo, when higher than 15, it is changed in a random value between 0 and 15. This value is overridden by the actual scooped cargo if the pirate had scooped something.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;likely_cargo&amp;quot; = &amp;quot;2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== materials ==&lt;br /&gt;
See [[Materials in Oolite]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== max_cargo ==&lt;br /&gt;
Sets the ship's cargo limit. On explosion of trader ships added by the [[System Populator]], 10% of this value is used as likely cargo. When the result is lower than 16 it is the cargo, when higher than 15, it is changed in a random value between 0 and 15.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_cargo&amp;quot; = &amp;quot;5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_energy ==&lt;br /&gt;
Sets the ship's energy value. (Default value: 200)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_energy&amp;quot; = &amp;quot;300&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== max_flight_pitch ==&lt;br /&gt;
Sets pitch factor. Will usually range from a sluggish 0.6 to a very sensitive 3.0&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_flight_pitch&amp;quot; = &amp;quot;2.2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== max_flight_roll ==&lt;br /&gt;
Sets roll factor. Will usually range from 0.8 to 4.6.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_flight_roll&amp;quot; = &amp;quot;4.2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== max_flight_speed ==&lt;br /&gt;
Sets the model's top speed. Interceptors fly at 520 (0.52 LM), Shuttles at 80.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_flight_speed&amp;quot; = &amp;quot;320&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_flight_yaw ==&lt;br /&gt;
Sets yaw factor. Will usually range from a sluggish 0.6 to a very sensitive 3.0 When no value is defined it will use the same value as max_flight_pitch&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_flight_yaw&amp;quot; = &amp;quot;2.2&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_missiles ==&lt;br /&gt;
Sets a ship's missile limit. Maximum allowable value for the player is 16 and for npc ships 32. When not defined, the value with &amp;quot;missiles&amp;quot; is used as max_missiles. When defining more than a few missiles, it could be wise to also define value for &amp;quot;missile_load_time&amp;quot; to avoid massive missile launches. npc ships are more likely to fire missiles the more they carry.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_missiles&amp;quot; = &amp;quot;1&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== missile_launch_position ==&lt;br /&gt;
Determines the XYZ point on the model from which a missile is launched.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;missile_launch_position&amp;quot; = &amp;quot;0.0 -2.25 10.0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This position should lie outside the bounding box of the entity and not just outside of the ships mesh. If it does lie inside the bounding box, the launch position is shifted along its direction until the launched missile lies outside the bounding box. The collision radius of the launched missile is taken into account. The collision radius for a plain missile is 4.52 meter.&lt;br /&gt;
&lt;br /&gt;
== missile_load_time ==&lt;br /&gt;
Defines the time in seconds before a new missile is ready to fire after one is fired. Mainly useful for npc ships that have many missiles.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;missile_load_time&amp;quot; = &amp;quot;2.1&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== missiles ==&lt;br /&gt;
Sets a ship's probable number of missiles.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;missiles&amp;quot; = &amp;quot;0&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== missile_role ==&lt;br /&gt;
Defines the entity that is launched as missile. Can specify a certain missile-type or any other ship-entity by role. Only applies to NPC's, player-ship dependacies must be defined in the [[shipyard.plist]]. If no missile_role is defined and a NPC ship launches a missile he most often chooses the default missile but sometimes chooses one at random from all ships with role missile inside one of the installed OXP's. &lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
 &amp;quot;missile_role&amp;quot; = &amp;quot;thargon&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== model ==&lt;br /&gt;
Assigns the entity's corresponding '''.dat''' file that will be found with the exact same name in the ''Models'' folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;model&amp;quot; = &amp;quot;example_ship.dat&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== name ==&lt;br /&gt;
States the model's name as it will be known to the ID computer.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;name&amp;quot; = &amp;quot;ExampleShip Mark IX&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== no_boulders ==&lt;br /&gt;
With older versions, scripted asteroids had no boulders by default. Starting with 1.70 all asteroids produce boulders when hit by a mining laser. no_boulders can overwrite this to emulate the old situation. By chance factor, or true/false.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;no_boulders&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== pilot ==&lt;br /&gt;
Gives the ship a predefined pilot, defined in [[characters.plist]]. Can eject in pod, if available, and be captured.&amp;lt;BR&amp;gt;&lt;br /&gt;
By default every object starts with a pilot except buoys, missiles, cargo and rocks. By defining a specific pilot,  any default pilot is replaced or a pilot is added to previously unpiloted objects.&lt;br /&gt;
  &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;pilot&amp;quot; = &amp;quot;constrictor-mission-thief&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
When no pilot is defined, Oolite will create a random pilot based on the ships role. For custom roles this means that Oolite has no clue and the pilot might have other bounties/insurances than desired. For this reason contains Oolite, starting with v 1.75, some predefined pilots: &amp;quot;oolite-trader&amp;quot;, &amp;quot;oolite-pirate&amp;quot;, &amp;quot;oolite-hunter&amp;quot;, &amp;quot;oolite-police&amp;quot;, &amp;quot;oolite-miner&amp;quot;, &amp;quot;oolite-passenger&amp;quot; and &amp;quot;oolite-slave&amp;quot;. When using one of these pilots, a random bounty/insurance will be set appropriate for this pilot role. Pilot bounty is different as ship bounty but on ejecting the pilot inherits the highest of both values. (actually a bitwise OR of both values)&lt;br /&gt;
&lt;br /&gt;
== roles ==&lt;br /&gt;
Assigns which [[role]](s) the entity should have, that can correspond to one specific, exclusive use, or several.&lt;br /&gt;
&lt;br /&gt;
The game engine constantly calls for generic roles to populate the universe.  In the example below the ship in question will be considered twice as often (2.0) when a trader is called for, only one quarter as often (0.25) when looking for a hunter, and as often as any other pirate ships when looking for a pirate.&lt;br /&gt;
&lt;br /&gt;
'''NB:''' If the ship cannot be docked to, extra care should be taken to avoid using the words '''station''' or '''carrier''' as part of any of the ship's role names. When either of these words are inside the roles key, the ship is automatically given station attributes. Other ships might even fruitless try to dock with it, and it will affect how some ships / entities are shown on the scanner.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;roles&amp;quot; = &amp;quot;hunter(0.25) trader(2.0) pirate&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
or an exclusive role, simply:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;roles&amp;quot; = &amp;quot;uniquely_named_role&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This has the benefit of being the only ship to be selected when a [[Script.plist|script]] calls for the ''uniquely_named_role'' ship.&lt;br /&gt;
&lt;br /&gt;
An item from the [[commodities]] can also be named as a role, for when that commodity is floating in space and called upon, to be represented by a particular model.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;roles&amp;quot; = &amp;quot;Gold&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Some roles are used by the game engine to populate systems, detect and define properties. (see also the [[System Populator]])&lt;br /&gt;
Such roles include 'thargoid', 'missile' and 'energybomb'.&lt;br /&gt;
Externally used equipment also needs specific mention of role, for example EQ_*_MINE and EQ_*_MISSILE.&lt;br /&gt;
&lt;br /&gt;
== rotational_velocity ==&lt;br /&gt;
May be applied to a sub-entity, like the following entry to the [[Shipdata.plist#subentities|subentity]] spines of the [[Weeviloid Hunter]].&lt;br /&gt;
Takes the form of [[Quaternions|quaternions]]. The following example enables rotation around the Z-axis.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;rotational_velocity&amp;quot; = &amp;quot;0.707 0.0 0.0 0.707&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
an explaining example taken from the Oolite Bulletin board.&lt;br /&gt;
&lt;br /&gt;
The rotational velocity key is rotation per second. &lt;br /&gt;
&lt;br /&gt;
For instance, if you want to rotate once per 20 seconds around the Z axis:&lt;br /&gt;
 &lt;br /&gt;
a = 360 ° / 20 = 18 °&lt;br /&gt;
&lt;br /&gt;
[x, y, z] = [0, 0, 1]&lt;br /&gt;
 &lt;br /&gt;
sin a ˜ 0.30902&lt;br /&gt;
 &lt;br /&gt;
cos a ˜ 0.95106&lt;br /&gt;
 &lt;br /&gt;
Q = (0.95106, 0, 0, 0.30902)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;rotational_velocity&amp;quot;=&amp;quot;0.95106 0.0 0.0 0.30902&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== scan_class ==&lt;br /&gt;
Will alter the model's appearance on the [[IFF system]].  If this line is omitted, it will become by default a standard ship entity, appearing as yellow flag on the radar.  There are other options.&lt;br /&gt;
* CLASS_BUOY&lt;br /&gt;
* CLASS_CARGO&lt;br /&gt;
* CLASS_MILITARY&lt;br /&gt;
* CLASS_MISSILE&lt;br /&gt;
* CLASS_POLICE&lt;br /&gt;
* CLASS_ROCK&lt;br /&gt;
* CLASS_STATION&lt;br /&gt;
* CLASS_THARGOID&lt;br /&gt;
* CLASS_NO_DRAW&lt;br /&gt;
(Name is valid starting with Oolite 1.74. Before it was called &amp;quot;scanClass&amp;quot;. Scripts can define custom colours for ships on the [[IFF system]] so ships might have an other scan_class as is seams.)&lt;br /&gt;
&lt;br /&gt;
==== Developer Note ====&lt;br /&gt;
Oolite uses scan_class internally to determine the behaviour of some ships (particularly with regard to who may shoot whom without incurring legal penalties). Bear this in mind and don't allocate CLASS_POLICE or CLASS_THARGOID to ships lightly!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;scan_class&amp;quot; = &amp;quot;CLASS_ROCK&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== scanner_range ==&lt;br /&gt;
Sets a custom scanner range. Standard is 25.6 km, thargoids have 50 km. Only applies to NPCs. However, at least since oolite 1.65 all defined scanner ranges are limited to 25.6 km, even for thargoids. This means it only makes sense defining shorter ranges than the maximum range.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;scanner_range&amp;quot; = &amp;quot;25600&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== scoop_position ==&lt;br /&gt;
Determines the XYZ point on the model from which cargo is scooped. (default is 0,0,0)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;scoop_position&amp;quot; = &amp;quot;0.0 -4.5 -23.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== script ==&lt;br /&gt;
Specifies a [[Scripting Oolite with JavaScript|JavaScript script]] to attach to the ship. Ship scripts are the preferred approach for scripting ships in current Oolite.&lt;br /&gt;
&lt;br /&gt;
== script_info ==&lt;br /&gt;
A property list whose contents are available to JavaScript scripts, for whatever use they desire. It is exposed to JavaScript as the &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Ship#scriptInfo|scriptInfo]]&amp;lt;/code&amp;gt; property of &amp;lt;code&amp;gt;Ship&amp;lt;/code&amp;gt; objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Take note that when using an ascii plist, the JS engine will read in all entries as strings. When you need an entry as number, you might need to explicit convert it to a number. This is specially true for booleans as a &amp;quot;NO&amp;quot; string will be read as true. For all normal keys its Oolite that does the conversion for you.&lt;br /&gt;
&lt;br /&gt;
== script_actions ==&lt;br /&gt;
Gives an oportunity to insert events such as in [[script.plist]], to involve a specific shipdata entity.  As seen in the following example, this particular object checks if Player has a cloaking device, and if not, will award it.  Should Player already have it, the gift will be in gold. See also [[scripts within shipdata]] for more detailled info.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;script_actions&amp;quot; =&lt;br /&gt;
 (&lt;br /&gt;
     &amp;quot;testForEquipment: EQ_CLOAKING_DEVICE&amp;quot;,&lt;br /&gt;
     {&lt;br /&gt;
        &amp;quot;conditions&amp;quot;&lt;br /&gt;
        (&lt;br /&gt;
           &amp;quot;foundEquipment_bool equal NO&amp;quot;&lt;br /&gt;
        )&lt;br /&gt;
        &amp;quot;do&amp;quot;&lt;br /&gt;
        (&lt;br /&gt;
           &amp;quot;awardEquipment: EQ_CLOAKING_DEVICE&amp;quot;&lt;br /&gt;
        )&lt;br /&gt;
        &amp;quot;else&amp;quot;&lt;br /&gt;
        (&lt;br /&gt;
           &amp;quot;awardCargo: 100 Gold&amp;quot;&lt;br /&gt;
        )&lt;br /&gt;
     }&lt;br /&gt;
 );&lt;br /&gt;
&lt;br /&gt;
== setup_actions ==&lt;br /&gt;
Arranges a process that may be necessary for some objects, like ball turrets.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;setup_actions&amp;quot; =&lt;br /&gt;
 (&lt;br /&gt;
    &amp;quot;initialiseTurret&amp;quot;&lt;br /&gt;
 );&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== shaders ==&lt;br /&gt;
The ''shaders'' dictionary has the same structure as the ''[[#materials|materials]]'' dictionary. When [[Shaders in Oolite|shaders]] are available, the contents of the ''shaders'' dictionary are used in preference to those in ''materials''. If shaders are not available, the ''shaders'' dictionary is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== smooth ==&lt;br /&gt;
Determines if the model will use glLightModel(GL_FLAT) or glLightModel(GL_SMOOTH).&lt;br /&gt;
&lt;br /&gt;
If true, then lighting effects will be interpolated across the polygons of the model, giving a more 'rounded' effect.&lt;br /&gt;
&lt;br /&gt;
Asteroids, Boulders and Splinters use this effect as do some other models.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;smooth&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== spawn ==&lt;br /&gt;
The spawn directory is only used when a ship is added with the command: &amp;quot;spawnShip: shipname&amp;quot;.  This command only allows to add one ship by name (not role!). The position and orientation are taken from a spawn directory that describes the position it is placed and the position it is looking at.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 &amp;quot;spawn&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
       &amp;quot;facing_position&amp;quot; = &amp;quot;spu 0 0 0&amp;quot;;&lt;br /&gt;
       &amp;quot;position&amp;quot; = &amp;quot;wpu 0 0 0.2&amp;quot;;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== subentities ==&lt;br /&gt;
An array of ''subentity definitions''. A ''subentity'' is an object attached to your ship. There are several types of subentity:&lt;br /&gt;
* ''Static subentities'', the default type, are simply extra models. They are defined as separate shipdata.plist entries, so technically they’re ships, but they don’t have a mind of their own. If the main ship is [[#frangible|frangible]], static subentities can take damage and blow up separately from the main ship. They can also be individually exploded or removed by scripts.&lt;br /&gt;
* ''Docks'' are recognized when setting up a station or carrier, and used to determine the station’s docking port parameters. After set-up, they work just like normal static subentities. The string &amp;quot;dock&amp;quot; in lowercase must be part of the old style name in order to get recognised as the dock subEntity.&lt;br /&gt;
* 'Ball turrets'' turn to track the ship’s current target, and shoot plasma balls if the target is within range (6000 metres). A ball turret’s field of fire is a 157 ° cone centred on its original facing. Currently, ball turrets make no effort not to shoot their own ship, so it is up to the designer to ensure this field of fire is clear. Like a static subentity, a ball turret is based on a shipdata.plist entry so its appearance can be customized. Oolite provides a built-in shipdata entry for ball turrets called, imaginatively, '''ballturret'''.&lt;br /&gt;
* ''Flashers'' are blobs which glow with a pulsating light. From Oolite 1.74 onwards, constant light will also be an option. Note that while flashers appear luminous – they are unaffected by shadows – they do not cast light on other objects.&lt;br /&gt;
&lt;br /&gt;
=== New-style subentity definition ===&lt;br /&gt;
Oolite 1.73 introduced a more flexible, dictionary-based way of specifying subentities. A new-style subentity is a dictionary using the following keys:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Subentity definition properties&lt;br /&gt;
! Name !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''type''' || string || One of: “'''standard'''”, “'''ball_turret'''”, “'''flasher'''”. If not specified, “standard” is assumed.&lt;br /&gt;
|-&lt;br /&gt;
| '''subentity_key''' || string || The key of a ''shipdata.plist'' entry. Required for '''standard''' and '''ball_turret''' subentities, ignored for flashers.&lt;br /&gt;
|-&lt;br /&gt;
| '''position''' || vector || The position of the subentity relative to its parent. (This can be specified as a string with three numbers in it, or an array of three numbers, or a dictionary with '''x''', '''y''' and '''z''' entries.) Default: (0, 0, 0).&lt;br /&gt;
|-&lt;br /&gt;
| '''orientation''' || [[quaternion]] || The orientation of the subentity. Ignored for flashers. (This can be specified as a string with four numbers in it, or an array of four numbers, or a dictionary with '''w''', '''x''', '''y''' and '''z''' entries.) Default: (1, 0, 0, 0), which corresponds to no rotation.&lt;br /&gt;
|-&lt;br /&gt;
| '''is_dock''' || boolean || True if the subentity is a dock; false by default. Only applies to '''standard''' subentities. '''Note:''' this is ''not'' implied by having “dock” in the '''subentity_key''', as it is for old-style subentity definitions.&lt;br /&gt;
|-&lt;br /&gt;
| '''fire_rate''' || number || Interval between shots in seconds, for '''ball_turret''' subentities. Default: 0.5; minimum: 0.25.&lt;br /&gt;
|-&lt;br /&gt;
| '''color''' || [[Materials in Oolite#Colour specifiers|colour specifier]] || Single colour for a flasher. Ignored for non-flashers. Default value: '''redColor'''.&lt;br /&gt;
|-&lt;br /&gt;
| '''colors''' || array || Array of colour specifiers for a flasher. Ignored for non-flashers. Before 1.74, only the first entry was used. If not present, see '''color'''. '''Note:''' like [[#laser_color|laser_color]], flasher colours must be “reasonably bright”.&lt;br /&gt;
|-&lt;br /&gt;
| '''frequency''' || number || Pulse rate for flashers, in cycles per second. Ignored for non-flashers. If 0, the flasher will have full intensity all the time in Oolite 1.74 and later, but half intensity in earlier releases. Default: 2.&lt;br /&gt;
|-&lt;br /&gt;
| '''initially_on''' || boolean || Specifiers whether a flasher is turned on when created. Ignored for non-flashers. Default: yes.&lt;br /&gt;
|-&lt;br /&gt;
| '''phase''' || number || Pulse phase offset for flashers, in seconds. Ignored for non-flashers. (This value is simply added to the time to get the pulse parameter.) Default: 0.&lt;br /&gt;
|-&lt;br /&gt;
| '''size''' || positive number || Diameter of a flasher in metres. Ignored for non-flashers. Default: 8. (Why 8? I don’t remember.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Old-style subentity definition ===&lt;br /&gt;
Prior to Oolite 1.73, this was the the only way to specify a subentity.&lt;br /&gt;
&lt;br /&gt;
An old-style subentity definition is a string with eight items separated by spaces. In the description below, words in bold correspond to keys in [[#New-style subentity definition|new-style definitions]]. There are two variants:&lt;br /&gt;
&lt;br /&gt;
==== Flashers ====&lt;br /&gt;
For a flasher, the entry takes the form:&lt;br /&gt;
 *FLASHER* x y z hue frequency phase size&lt;br /&gt;
''*FLASHER*'' must be precisely the string “*FLASHER*”, in capitals.&lt;br /&gt;
&lt;br /&gt;
''x'', ''y'' and ''z'' form the '''position'''.&lt;br /&gt;
&lt;br /&gt;
''hue'' specifies the [http://en.wikipedia.org/wiki/HSL_and_HSV HSV] hue component (in degrees) of '''color'''. Saturation and value are always 1.&lt;br /&gt;
&lt;br /&gt;
'''frequency''', '''phase''' and '''size''' are the same as in the new-style format.&lt;br /&gt;
&lt;br /&gt;
'''initially_on''' is false.&lt;br /&gt;
&lt;br /&gt;
==== Other subentities ====&lt;br /&gt;
For a non-flasher, the entry takes the form:&lt;br /&gt;
 key x y z qw qx qy qz&lt;br /&gt;
''key'' corresponds to '''subentity_key'''.&lt;br /&gt;
&lt;br /&gt;
''x'', ''y'' and ''z'' form the '''position'''.&lt;br /&gt;
&lt;br /&gt;
''qw'', ''qx'', ''qy'' and ''qz'' form the '''orientation'''.&lt;br /&gt;
&lt;br /&gt;
'''type''' is ''standard'' unless the command ''initialiseTurret'' is present in the [[#setup_actions|setup_actions]] of the subentity, in which case it is ''ball_turret''. Note that the ''initialiseTurret'' no longer does anything when executed in a script; its presence is only used as an indicator to set the ''is_turret'' property when old-style definitions are translated. If ''initialiseTurret'' is inside a condition, it will be ignored. The ''initialiseTurret'' command is not required or useful for turrets which are only referenced using new-style subentity definitions.&lt;br /&gt;
&lt;br /&gt;
'''is_dock''' is implied by having the string “dock” (in lowercase) in the ''key''.&lt;br /&gt;
&lt;br /&gt;
== track_contacts ==&lt;br /&gt;
Tracks the movement of the ship and sends a &amp;quot;CLOSE CONTACT&amp;quot; message to other ship AI's. It uses a time consuming tracking, so only set to true when actually used.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;track_contacts&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== throw_sparks ==&lt;br /&gt;
Each new ship should start in seemingly good operating condition, unless specifically told not to. (Added with oolite 1.73, false by default)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;throw_sparks&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== thrust ==&lt;br /&gt;
Gives the entity an 'inertia' value, telling how fast it can increase or reduce speed (in m/s^2). 0 for rocks and cargo, 50 for a very fast ship, 100 for a station. When used with turrets it defines the turn rate in revolutions per second (with 1 being an average value). &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;thrust&amp;quot; = &amp;quot;25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== unpiloted ==&lt;br /&gt;
Used to designate items that will never have a pilot, thus never turn aggressive and never eject a pod. By chance factor, or true/false.&amp;lt;br&amp;gt;&lt;br /&gt;
It will not add a pilot when set to false, but will remove any existing pilot when set to true.&lt;br /&gt;
commsMessages can only be broadcasted by piloted ships. Ships are by default piloted.  cargo , rocks, missiles etc. are not piloted by default.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;unpiloted&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== view_position_.. ==&lt;br /&gt;
Sets the ship's 4 point-of-view positions in XYZ relative to the model.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;view_position_aft&amp;quot; = &amp;quot;0.0 5.0 -20.0&amp;quot;;&lt;br /&gt;
 &amp;quot;view_position_forward&amp;quot; = &amp;quot;0.0 1.9375 5.0&amp;quot;;&lt;br /&gt;
 &amp;quot;view_position_port&amp;quot; = &amp;quot;-11.85 2.825 -3.5&amp;quot;;&lt;br /&gt;
 &amp;quot;view_position_starboard&amp;quot; = &amp;quot;11.85 2.825 -3.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== weapon_energy ==&lt;br /&gt;
This setting works differently depending on the type of entity it's used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Missiles.&amp;lt;/b&amp;gt; Changes the damage inflicted by the missile. Any value accepted.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;weapon_energy&amp;quot; = &amp;quot;180&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NPC ships.&amp;lt;/b&amp;gt; Changes the forward weapon damage to a value different to the default one. Values higher than 50 will be ignored.&lt;br /&gt;
&lt;br /&gt;
Default values are: WEAPON_PLASMA_CANNON = 6.0; WEAPON_PULSE_LASER = 15.0; WEAPON_BEAM_LASER = 15.0; WEAPON_MINING_LASER = 50.0; WEAPON_THARGOID_LASER = 12.5; WEAPON_MILITARY_LASER = 23.0&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;weapon_energy&amp;quot; = &amp;quot;17&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;N.B.&amp;lt;/b&amp;gt; It does not have any effect on player ships.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== weapon_offset ==&lt;br /&gt;
Removed after version 1.65 (it was used to change the offsetpoint of a plasma cannon.)&lt;br /&gt;
&lt;br /&gt;
== weapon_position_.. ==&lt;br /&gt;
Plots the 'gunmouth' points of the model's 4 potential lasers.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;weapon_position_aft&amp;quot; = &amp;quot;0.0 -5.0 -20.0&amp;quot;;&lt;br /&gt;
 &amp;quot;weapon_position_forward&amp;quot; = &amp;quot;0.0 0.0417 16.6667&amp;quot;;&lt;br /&gt;
 &amp;quot;weapon_position_port&amp;quot; = &amp;quot;-13.75 -2.0625 -1.875&amp;quot;;&lt;br /&gt;
 &amp;quot;weapon_position_starboard&amp;quot; = &amp;quot;13.75 -2.0625 -1.875&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
= Station keys=&lt;br /&gt;
The following keys are only used by stations or carriers.&lt;br /&gt;
&lt;br /&gt;
== allows_auto_docking ==&lt;br /&gt;
When set false for a station, this station will not allow the use of a docking computer. Default value in &amp;quot;yes&amp;quot;. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 allows_auto_docking = &amp;quot;no&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
== allows_fast_docking ==&lt;br /&gt;
When set true for a station, this station will allow fast docking with the docking computer. Default value in &amp;quot;no&amp;quot;. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 allows_fast_docking = &amp;quot;yes&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
== defense_ship ==&lt;br /&gt;
Gives an oportunity to designate a particular ship by name that will defend a station/carrier. See also [[Shipdata.plist#defense_ship_role|defense_ship_role]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 defense_ship&amp;quot; = &amp;quot;my_defender&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== defense_ship_role ==&lt;br /&gt;
Gives an oportunity to designate a particular (group of) ships that will defend a station/carrier. This has to be specified in the [[Shipdata.plist#roles|roles]] of the ship(s) that are assigned to defend. When launched from a carrier the scan_class becomes that of the carrier. Default role is &amp;quot;police&amp;quot;/&amp;quot;interceptor&amp;quot; for normal stations and &amp;quot;hermit-ship&amp;quot; for stations of CLASS_ROCK. Defense ships with scanclass police or with a hermit-ship role launch with a policeInterceptAI.plist. All other ships use the ai_type as defined in shipdata.plist. After launch, all primary roles are changed into: &amp;quot;defense_ship&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;defense_ship_role&amp;quot; = &amp;quot; carrier_defenders&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== docking_pattern_model ==&lt;br /&gt;
The name of the .dat file that is used for displaying the docking pattern for this station only.  Default is &amp;quot;ring.dat&amp;quot;.  (Introduced in version 1.74)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;docking_pattern_model&amp;quot; = &amp;quot;ring.dat&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== equipment_price_factor ==&lt;br /&gt;
Equipment price mask for dockables.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;equipment_price_factor&amp;quot; = &amp;quot;4.5&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== equivalent_tech_level ==&lt;br /&gt;
Sets shipyard tech level for dockables, different to the local system tech_level. Default value is the system tech_level.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;equivalent_tech_level&amp;quot; = 1;&lt;br /&gt;
&lt;br /&gt;
== has_npc_traffic ==&lt;br /&gt;
Determines if a station has NPC traffic. Default is &amp;quot;yes&amp;quot;. When set to &amp;quot;no the station will not launch random traders. Only rotating stations will launch traders when this is set to true.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_npc_traffic&amp;quot; = yes;&lt;br /&gt;
 &lt;br /&gt;
== has_patrol_ships ==&lt;br /&gt;
Determines if a station launches periodic patrol ships. Default is &amp;quot;no&amp;quot;. Main stations always have patrol ships. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_patrol_ships&amp;quot; = yes;&lt;br /&gt;
 &lt;br /&gt;
== has_shipyard ==&lt;br /&gt;
Determines if a station or carrier has a shipyard. By chance factor as number between 0 and 1, but it can also be an array of conditions. Default is &amp;quot;no&amp;quot;, but for main stations has_shipyard is always &amp;quot;yes&amp;quot;. (Name is valid starting with Oolite 1.74. Before it was called &amp;quot;hasShipyard&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;has_shipyard&amp;quot; = &amp;quot;0.75&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;has_shipyard&amp;quot; = (&lt;br /&gt;
                   systemGovernment_number morethan 3,&lt;br /&gt;
                   systemEconomy_number lessthan 4&lt;br /&gt;
                  )&lt;br /&gt;
&lt;br /&gt;
== interstellar_undocking ==&lt;br /&gt;
When set true for a station, this station will allow interstellar docking and undocking in interstellar space. When set to &amp;quot;no&amp;quot; the player docks in nearby normal space. Default value in &amp;quot;no&amp;quot;. (Planned for Oolite 1.75)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 interstellar_undocking = &amp;quot;yes&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
==is_carrier==&lt;br /&gt;
Added as a tag for making the model be considered a carrier or station.  An alternative to including ''carrier'' or ''station'' among the [[Shipdata.plist#roles|roles]]. When present this key even overrules station/carrier settings with roles. (Name is valid starting with Oolite 1.74. Before it was called &amp;quot;isCarrier&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_carrier&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== market ==&lt;br /&gt;
Key that sets the market for stations and carriers. The name defines the key in [[commodities.plist]] that will be used as local market. Without a market key, the stations primaryRole is used as market.  Added with test release 1.74&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;market&amp;quot; = &amp;quot;none&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_defense_ships ==&lt;br /&gt;
Designates how many ships a dockable entity (station, carrier) can launch in defense. Default value  is 3. See also [[Station Ships]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_defense_ships&amp;quot; = &amp;quot;10&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_police ==&lt;br /&gt;
Designates how many police or patrol ships a dockable entity (station, carrier) can launch.  Default value  is 8. See also [[Station Ships]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_police &amp;quot; = &amp;quot;10&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== max_scavengers ==&lt;br /&gt;
Designates how many scavengers or miners a dockable entity (station, carrier) can launch. Default value  is 3. See also [[Station Ships]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;max_scavengers&amp;quot; = &amp;quot;10&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== port_dimensions ==&lt;br /&gt;
Defines the size of the docking port and takes 3 numbers, separated by &amp;quot;x&amp;quot;. This key is generally of little use and can be skipped as it becomes overwritten by the actual size of the bounding box of the dock subentity when a correct dock subentity is defined.&lt;br /&gt;
  &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;port_dimensions&amp;quot; = &amp;quot;65x30x500&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Size of Oolites main-station dock is: 64.00 x 192.00 x 250.00  while the dimension of a rock-hermit dock is: 138.001 x 138.001 x 250.12 (W x H x L)&amp;lt;br&amp;gt;&lt;br /&gt;
These sizes may be relevant for ship dimensions as since Oolite 1.75 ships must fit in these docks to be allowed docking or launching.&lt;br /&gt;
&lt;br /&gt;
== port_radius ==&lt;br /&gt;
Defines the size of the docking port radius. Or more precise, this is the distance from the station centre to the port location. Default value is 500. This key is generally of little use and can be skipped as it will be overwritten by the real position of the dock subentity.&lt;br /&gt;
  &lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;port_radius&amp;quot; = &amp;quot;500&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== requires_docking_clearance ==&lt;br /&gt;
Sets the requirement for docking clearance. Default is &amp;quot;no&amp;quot;. See also [[Oolite_Docking_Clearance_Protocol_%28v1.72_or_later%29|DockingClearance]]&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;requires_docking_clearance&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
==rotating==&lt;br /&gt;
Given to a station when rotation is desired. Default is &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;rotating&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
== station_roll ==&lt;br /&gt;
Determines the rotation speed of a station. Default value is determined by the systemwide station_roll in planetInfo.plist. If that is not defined, the default is 0.4. Negative values are also possible for a rotation in the other direction. (Key is added in Oolite 1.74.2)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;station_roll&amp;quot; = &amp;quot;-1.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Commodities.plist&amp;diff=27415</id>
		<title>Commodities.plist</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Commodities.plist&amp;diff=27415"/>
		<updated>2011-03-20T16:08:04Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* For Example: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commodities.[[plist]] is a dictionary with an entry for each type of market. Three are defined initially, 'default' containing the default (natch) information for each of the [[commodities]] in the universe, 'rockhermit' which has the prices and quantities available at a [[rock hermit]] and 'none' which has prices and price variation set to zero. If you create a commodities.plist for your own station, you have to put your station's '''primary role''' here. (Starting with Oolite 1.74 it will be possible to add a '''market''' key to the shipdata pointing to one of the defined markets in a commodities.plist)&lt;br /&gt;
 &lt;br /&gt;
Each market is an array of 17 commodities, each in itself an array of 10 items: &lt;br /&gt;
# The name of the commodity &lt;br /&gt;
# Units available at a market (this is calculated at each marketplace) &lt;br /&gt;
# Price per unit at a market (this is calculated at each marketplace) &lt;br /&gt;
# The base price per unit MARKET_BASE_PRICE &lt;br /&gt;
# An adjustment to price based on the economy MARKET_ECO_ADJUST_PRICE &lt;br /&gt;
# An adjustment to units availble based on the economy MARKET_ECO_ADJUST_QUANTITY &lt;br /&gt;
# The base quantity available to a market MARKET_BASE_QUANTITY &lt;br /&gt;
# A 'mask' which defines how the price varies MARKET_MASK_PRICE &lt;br /&gt;
# A 'mask' which defines how the quantity varies MARKET_MASK_QUANTITY &lt;br /&gt;
# The unit of quantity (0 == tons, 1 == kilos, 2 == grams) &lt;br /&gt;
 &lt;br /&gt;
At each market prices and quantities are calculated from values 4..9 and a random value from 0-255 (MARKET_RND) according to a complex series of steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;// calculate the local price &amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;price = (MARKET_BASE_PRICE + (MARKET_RND &amp;amp; MARKET_MASK_PRICE) + (economy * MARKET_ECO_ADJUST_PRICE)) &amp;amp; 255&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;// calculate the local quantity available&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;quantity = (MARKET_BASE_QUANTITY  + (MARKET_RND &amp;amp; MARKET_MASK_QUANTITY) - (economy * MARKET_ECO_ADJUST_QUANTITY)) &amp;amp; 255&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;// if the quantity gets too high it's zeroed&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;if (quantity &amp;gt; 127) quantity = 0&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;// limit the quantity to 0..63 units&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;quantity &amp;amp;= 63&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;// price in credits is the final price x 0.4&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;price *= 0.4&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus if you wish the price of a commodity to be higher in good economies you set MARKET_ECO_ADJUST_PRICE to a high positive value. If you require the price to vary less randomly you set MARKET_MASK_PRICE to a low value (1 or 0). You can work out the rest I'm sure!&lt;br /&gt;
&lt;br /&gt;
== For Example: ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Commodities#Radioactives|Radioactives]]'''&lt;br /&gt;
* MARKET_BASE_PRICE = 65&lt;br /&gt;
* MARKET_ECO_ADJUST_PRICE = -3&lt;br /&gt;
* MARKET_ECO_ADJUST_QUANTITY = -3&lt;br /&gt;
* MARKET_BASE_QUANTITY = 2&lt;br /&gt;
* MARKET_MASK_PRICE = 7&lt;br /&gt;
* MARKET_MASK_QUANTITY = 7&lt;br /&gt;
&lt;br /&gt;
If MARKET_RND is 133 and the economy is 3 ([[Planetinfo.plist#Economy|Mainly Industrial]]) then:&lt;br /&gt;
&lt;br /&gt;
* price = (65 + (133 &amp;amp; 7)  + (3 * -3)) &amp;amp; 255 = (65 + 5 - 9) &amp;amp; 255 = '''61'''&lt;br /&gt;
* quantity = (2 + (133 &amp;amp; 7) - (3 * -3)) &amp;amp; 255 = (2 + 5 + 9) &amp;amp; 255 = '''16'''&lt;br /&gt;
&lt;br /&gt;
61 * 0.4 = '''24.4 credits per ton, 16 tons available.'''&lt;br /&gt;
&lt;br /&gt;
Since (MARKET_RND &amp;amp; MARKET_MASK_PRICE) will always be a value between 0 and 7, this sets the minimum price per ton of [[Commodities#Radioactives|Radioactives]] at a [[Planetinfo.plist#Economy|Poor Agricultural]] economy at 17.6 Cr. and the maximum price per ton at a [[Planetinfo.plist#Economy|Rich Industrial]] economy at 28.8 Cr.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite_scripting]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=AFE_FAQ8&amp;diff=25061</id>
		<title>AFE FAQ8</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=AFE_FAQ8&amp;diff=25061"/>
		<updated>2010-10-16T18:40:18Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* 98) Is that it? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 98) Is that it? ==&lt;br /&gt;
&lt;br /&gt;
98.1) The Elite Project&lt;br /&gt;
* 98.1.1) What is it?&lt;br /&gt;
* 98.1.2) How can I keep tabs on it?&lt;br /&gt;
&lt;br /&gt;
98.2) The Galileo Project&lt;br /&gt;
* 98.2.1) What is it?&lt;br /&gt;
* 98.2.2) How can I keep tabs on it?&lt;br /&gt;
&lt;br /&gt;
98.3) X&lt;br /&gt;
* 98.3.1) What is it?&lt;br /&gt;
* 98.3.2) How can I keep tabs on it?&lt;br /&gt;
&lt;br /&gt;
For the time being. According to recent press, David Braben is working on&lt;br /&gt;
Elite 4. Very little is known about this, not even the final intended name.&lt;br /&gt;
Ian Bell also reports an ongoing project on his homepage but gives no&lt;br /&gt;
details. Maybe it's another Elite. Maybe not. Who knows?&lt;br /&gt;
&lt;br /&gt;
Vague details on:&lt;br /&gt;
Matt Dibb's page - http://www.hoopla.cwc.com/lotf/&lt;br /&gt;
Jades' Elite 4 page.&lt;br /&gt;
&lt;br /&gt;
''above link is dead as tested at october 16th 2010''&lt;br /&gt;
&lt;br /&gt;
These aren't your only hopes, though. There are other games in the pipeline:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 98.1) The Elite Project ===&lt;br /&gt;
&lt;br /&gt;
'''98.1.1) What is it? '''&lt;br /&gt;
&lt;br /&gt;
An attempt to write a single-player game with the feel and open-&lt;br /&gt;
endedness of Elite. As a result of a recent debate on the likely &lt;br /&gt;
stance of the original authors to copyright, no features &lt;br /&gt;
copyrightable to Elite are going to be included, including the &lt;br /&gt;
name. Provisional name: Stardreamer.&lt;br /&gt;
&lt;br /&gt;
This game will be public domain.&lt;br /&gt;
&lt;br /&gt;
'''98.1.2) How can I keep tabs on it?'''&lt;br /&gt;
&lt;br /&gt;
See http://www.uni-leipzig.de/~troeger/tep/ for the most &lt;br /&gt;
comprehensive list of links about.&lt;br /&gt;
&lt;br /&gt;
The latest code is available from &lt;br /&gt;
http://www-stu.cai.cam.ac.uk/~jaj22/tep/&lt;br /&gt;
&lt;br /&gt;
=== 98.2) The Galileo Project ===&lt;br /&gt;
&lt;br /&gt;
'''98.2.1) What is it?'''&lt;br /&gt;
&lt;br /&gt;
An attempt to write a multiplayer game with the open-endedness of Elite&lt;br /&gt;
but the universe, scenario, technology and the like are all newly devised.&lt;br /&gt;
Will be playable over the internet. &lt;br /&gt;
&lt;br /&gt;
'''98.2.2) How can I keep tabs on it?'''&lt;br /&gt;
&lt;br /&gt;
Via their website:&lt;br /&gt;
http://www.galileo.base.org/&lt;br /&gt;
&lt;br /&gt;
=== 98.3) X ===&lt;br /&gt;
&lt;br /&gt;
'''98.3.1) What is it?'''&lt;br /&gt;
&lt;br /&gt;
A commercial space flight and combat sim that I am told &amp;quot;looks everything&lt;br /&gt;
First Encounters could have been, brought up to date&amp;quot;. I have yet to check&lt;br /&gt;
out the webpage though I hear a rolling demo is available. &lt;br /&gt;
&lt;br /&gt;
'''98.3.2) How can I keep tabs on it?'''&lt;br /&gt;
&lt;br /&gt;
From the link off http://www.egosoft.com/, the company which is developing it.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
Back to: [[Alt_Fan_Elite_FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]]&lt;br /&gt;
[[Category:FE2]]&lt;br /&gt;
[[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_World_script_event_handlers&amp;diff=24408</id>
		<title>Oolite JavaScript Reference: World script event handlers</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_World_script_event_handlers&amp;diff=24408"/>
		<updated>2010-09-22T16:05:05Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* startUp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides an exhaustive list of event handlers which can be implemented inside world scripts [[Scripting Oolite with JavaScript|JavaScript scripts for Oolite]].&lt;br /&gt;
&lt;br /&gt;
Most event handlers can be used both in world scripts and in ship scripts. Generally speaking, handlers starting with &amp;quot;ship&amp;quot; can be used for both scripts and those starting with &amp;quot;player&amp;quot; are meant only for the player (= can only be used in a world script). Exceptions on this rule are mentioned with the individual handlers below. &lt;br /&gt;
&lt;br /&gt;
World scripts can be either found inside Config\script.js, or be distinctly named .js files inside the Scripts directory - in the latter case, the worldScript.plist will list the active world scripts.&lt;br /&gt;
&lt;br /&gt;
World scripts are always active.&lt;br /&gt;
&lt;br /&gt;
=== Game State ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;startUp&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;startUp&amp;lt;/code&amp;gt; handler is called after all OXPs have been loaded. It can be used to do one-off initialisation such as registering to listen for certain keystrokes etc. note that keystroke listening is not implemented. (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.startUp = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;reset (removed in 1.74)&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;reset&amp;lt;/code&amp;gt; handler is called whenever the player is respawned, such as after dying or when loading a saved game. It should be used to reset any local state in the script. (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.reset = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
in 1.74 the startUp event is called in its place, eliminating the need for two separate events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerWillSaveGame&amp;lt;/code&amp;gt; ====&lt;br /&gt;
{{Oolite-prop-added|1.75}}&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;playerWillSaveGame&amp;lt;/code&amp;gt; handler is called whenever the player saves a game. The transferred message is one of the following strings: 'standardSave', 'autoSave' or 'quickSave'&lt;br /&gt;
&lt;br /&gt;
 this.playerWillSaveGame = function(message : String)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Using this event is useful for storing temporary variables in missionVariables, just before the game gets saved. missionVariables are slow in use compared to normal JS variables, therefor their use should be minimised for efficient code. The main benefit of using missionVariables is that they are saved in a saved game.&lt;br /&gt;
&lt;br /&gt;
=== Docking ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipWillDockWithStation&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipWillDockWithStation&amp;lt;/code&amp;gt; handler is called at the beginning of the docking tunnel effect.&lt;br /&gt;
&lt;br /&gt;
 this.shipWillDockWithStation = function(station)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
At this moment &amp;quot;ship.dockedStation == nil&amp;quot;, &amp;quot;ship.status == STATUS_DOCKING&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipDockedWithStation&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipDockedWithStation&amp;lt;/code&amp;gt; handler is called at the end of the docking tunnel effect.&lt;br /&gt;
&lt;br /&gt;
 this.shipDockedWithStation = function(station)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
At this moment &amp;quot;ship.dockedStation == the station&amp;quot;, &amp;quot;ship.status == STATUS_DOCKED&amp;quot; and &amp;quot;gui_screen&amp;quot; is either GUI_SCREEN_STATUS or GUI_SCREEN_REPORT. However, any identical handler from an other oxp could have changed those values. Never count on it but double check when important.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipWillLaunchFromStation&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipWillLaunchFromStation&amp;lt;/code&amp;gt; handler is called at the beginning of the launch tunnel effect. (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.shipWillLaunchFromStation = function(station)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipLaunchedFromStation&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipLaunchedFromStation&amp;lt;/code&amp;gt; handler is called at the end of the launch tunnel effect. (The station parameter is added at release 1.73)&lt;br /&gt;
&lt;br /&gt;
 this.shipLaunchedFromStation = function(station)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerStartedAutoPilot&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerStartedAutoPilot&amp;lt;/code&amp;gt; handler is called when the player starts autopilot docking. It is not called for the instantaneous dock command.&lt;br /&gt;
&lt;br /&gt;
 this.playerStartedAutoPilot = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerCancelledAutoPilot&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerCancelledAutoPilot&amp;lt;/code&amp;gt; handler is called when the player cancels autopilot docking.&lt;br /&gt;
&lt;br /&gt;
 this.playerCancelledAutoPilot = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerDockingRefused&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerDockingRefused&amp;lt;/code&amp;gt; handler is called when a station refuses to provide autopilot docking instructions.&lt;br /&gt;
&lt;br /&gt;
 this.playerDockingRefused = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerRequestedDockingClearance&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerRequestedDockingClearance&amp;lt;/code&amp;gt; handler is called when a station answers on a docking request of the player by targeting the station and pressing L (shift-l).&lt;br /&gt;
&lt;br /&gt;
 this.playerRequestedDockingClearance = function(message)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Message is a string and can take the values: &amp;quot;DOCKING_CLEARANCE_GRANTED&amp;quot;, &amp;quot;DOCKING_CLEARANCE_DENIED_TRAFFIC_OUTBOUND&amp;quot;, &amp;quot;DOCKING_CLEARANCE_DENIED_TRAFFIC_INBOUND&amp;quot;,  &amp;quot;DOCKING_CLEARANCE_DENIED_SHIP_FUGITIVE&amp;quot;, &amp;quot;DOCKING_CLEARANCE_NOT_REQUIRED&amp;quot;, &amp;quot;DOCKING_CLEARANCE_EXTENDED&amp;quot; or &amp;quot;DOCKING_CLEARANCE_CANCELLED&amp;quot;. (Feature is added with Oolite 1.72)&lt;br /&gt;
&lt;br /&gt;
=== Witchspace Jumps ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerStartedJumpCountdown&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerStartedJumpCountdown&amp;lt;/code&amp;gt; handler is called when the user starts a witchspace or galactic witchspace jump countdown. The &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; parameter is a string specifying which type of jump is occuring; currently, the possible values are “standard” and “galactic”. Other values may be added in future.&lt;br /&gt;
&lt;br /&gt;
 this.playerStartedJumpCountdown = function(type)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerCancelledJumpCountdown&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerCancelledJumpCountdown&amp;lt;/code&amp;gt; handler is called when the user cancels a witchspace or galactic witchspace jump countdown.&lt;br /&gt;
&lt;br /&gt;
 this.playerCancelledJumpCountdown = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerJumpFailed&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerJumpFailed&amp;lt;/code&amp;gt; handler is called at the end of a witchspace or galactic witchspace countdown, if the jump is not possible. The &amp;lt;code&amp;gt;reason&amp;lt;/code&amp;gt; parameter is a string specifying why the jump failed; currently, the possible values are “blocked”, “too far” and “insufficient fuel”. Other values may be added in future.&lt;br /&gt;
&lt;br /&gt;
 this.playerJumpFailed = function(reason)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipWillEnterWitchspace&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipWillEnterWitchspace&amp;lt;/code&amp;gt; handler is called immediately before a witchspace jump, while the player is still in the starting system. The &amp;lt;code&amp;gt;cause&amp;lt;/code&amp;gt; parameter is a string specifying what sort of jump is occuring; currently, the possible values are “standard jump”, “galactic jump” and “wormhole”. Other values may be added in future.&lt;br /&gt;
&lt;br /&gt;
 this.shipWillEnterWitchspace = function(cause)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipWillExitWitchspace&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipWillExitWitchspace&amp;lt;/code&amp;gt; handler is called as a witchspace jump concludes. When it is called, the player is (from a program perspective) in the destination system, but the tunnel effect has not yet been shown. Use this event to set up elements which need to be present in-system after the player exits witchspace.&lt;br /&gt;
&lt;br /&gt;
 this.shipWillExitWitchspace = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipExitedWitchspace&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipExitedWitchspace&amp;lt;/code&amp;gt; handler is called after a witchspace jump has concluded and the tunnel effect has been shown.&lt;br /&gt;
&lt;br /&gt;
 this.shipExitedWitchspace = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerEnteredNewGalaxy&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerEnteredNewGalaxy&amp;lt;/code&amp;gt; handler is called just before shipWillExitWitchspace.&lt;br /&gt;
&lt;br /&gt;
the sequence of events for a player jumping to a different galaxy is as follows:&lt;br /&gt;
&lt;br /&gt;
shipWillEnterWitchspace (world event)&amp;lt;br&amp;gt;&lt;br /&gt;
playerWillEnterWitchspace (NPC ship event)&amp;lt;br&amp;gt;&lt;br /&gt;
playerEnteredNewGalaxy (world event)&amp;lt;br&amp;gt;&lt;br /&gt;
shipWillExitWitchspace (world event)&amp;lt;br&amp;gt;&lt;br /&gt;
shipExitedWitchspace (world event)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 this.playerEnteredNewGalaxy = function(galaxyNumber)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Enter/Exit Aegis ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipEnteredStationAegis&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipEnteredStationAegis&amp;lt;/code&amp;gt; handler is called when the player enters the aegis of the main-station (2x scanner range from main-station). Other stations than the main-station don't give aegis messages.&lt;br /&gt;
&lt;br /&gt;
 this.shipEnteredStationAegis = function(station)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipExitedStationAegis&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipExitedStationAegis&amp;lt;/code&amp;gt; handler is called when the player leaves the aegis of the main-station (2x scanner range from main-station).&lt;br /&gt;
&lt;br /&gt;
 this.shipExitedStationAegis = function(station)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipEnteredPlanetaryVicinity&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipEnteredPlanetaryVicinity&amp;lt;/code&amp;gt; handler is called when the player enters the planet aegis (3x planet radius).&lt;br /&gt;
&lt;br /&gt;
 this.shipEnteredPlanetaryVicinity = function(planet)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipExitedPlanetaryVicinity&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipExitedPlanetaryVicinity&amp;lt;/code&amp;gt; handler is called when the player leaves the planet aegis (3x planet radius).&lt;br /&gt;
&lt;br /&gt;
 this.shipExitedPlanetaryVicinity = function(planet)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipApproachingPlanetSurface&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipApproachingPlanetSurface&amp;lt;/code&amp;gt; handler is called when the player is very close to the planet (crosses a border ± 500 meter above the surface).&lt;br /&gt;
&lt;br /&gt;
 this.shipApproachingPlanetSurface = function(planet)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipLeavingPlanetSurface&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipLeavingPlanetSurface&amp;lt;/code&amp;gt; handler is called when the player leaves the planet (crosses a border ± 500 meter above the surface).&lt;br /&gt;
&lt;br /&gt;
 this.shipLeavingPlanetSurface = function(planet)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;alertConditionChanged&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;alertConditionChanged&amp;lt;/code&amp;gt; handler is called when the player’s alert status (&amp;lt;code&amp;gt;[[Oolite_JavaScript_Reference:_Player#alertCondition|player.alertCondition]]&amp;lt;/code&amp;gt;) changes. Only the player and stations have an alert condition. (world script and station scripts)&lt;br /&gt;
&lt;br /&gt;
 this.alertConditionChanged = function(newCondition, oldCondition)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerTargetedMissile&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerTargetedMissile&amp;lt;/code&amp;gt; handler is called when the player targets the nearest missile by pressing T (shift-t) on the keybord.&lt;br /&gt;
&lt;br /&gt;
 this.playerTargetedMissile = function(missile)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipAttackedWithMissile&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipAttackedWithMissile&amp;lt;/code&amp;gt; handler is called when a missile is fired. &amp;lt;code&amp;gt;missile&amp;lt;/code&amp;gt; contains the missile entity and &amp;lt;code&amp;gt;whom&amp;lt;/code&amp;gt; the identity of the ship that launched the missile.&lt;br /&gt;
&lt;br /&gt;
 this.shipAttackedWithMissile = function(missile, whom)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipBeingAttacked&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipBeingAttacked&amp;lt;/code&amp;gt; handler is called when a laser shot  hits. &amp;lt;code&amp;gt;whom&amp;lt;/code&amp;gt; the identity of the ship that attacked.&lt;br /&gt;
&lt;br /&gt;
 this.shipBeingAttacked = function(whom)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipBeingAttackedByCloaked&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipBeingAttackedByCloaked&amp;lt;/code&amp;gt; handler is called when a laser shot from a cloaked ship hits. Guess what, there is no parameter because he is cloaked!&lt;br /&gt;
&lt;br /&gt;
 this.shipBeingAttackedByCloaked = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipDestroyedTarget&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipDestroyedTarget&amp;lt;/code&amp;gt; handler is called when the target gets destroyed. &amp;lt;code&amp;gt;target&amp;lt;/code&amp;gt; contains the destroyed target entity. This command is always preceded by the &amp;lt;code&amp;gt;shipLostTarget&amp;lt;/code&amp;gt; handler.&lt;br /&gt;
&lt;br /&gt;
 this.shipDestroyedTarget = function(target)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipDied&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipDied&amp;lt;/code&amp;gt; handler is called when the ship or player dies. Expect a &amp;lt;code&amp;gt;reset()&amp;lt;/code&amp;gt; shortly when it is the player ship.&lt;br /&gt;
&lt;br /&gt;
 this.shipDied = function(whom, why)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
'''whom''' contains the entity that caused the kill. '''why''' is the cause written as string and is one of: &amp;quot;removed&amp;quot;, &amp;quot;hit a planet&amp;quot;, &amp;quot;energy damage&amp;quot;, &amp;quot;scrape damage&amp;quot;, &amp;quot;heat damage&amp;quot;, &amp;quot;cascade weapon&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(&amp;quot;cascade weapon&amp;quot; is new in 1.74 and  &amp;quot;removed&amp;quot; / &amp;quot;energy damage&amp;quot; were accidentally switched in 1.73)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipFiredMissile&amp;lt;/code&amp;gt; ====&lt;br /&gt;
{{Oolite-prop-added|1.74}}&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;shipFiredMissile&amp;lt;/code&amp;gt; handler is called when a missile is fired. &amp;lt;code&amp;gt;missile&amp;lt;/code&amp;gt; contains the missile entity and &amp;lt;code&amp;gt;target&amp;lt;/code&amp;gt; the identity of the target. The handler is send to the ship that launched the missile.&lt;br /&gt;
&lt;br /&gt;
 this.shipFiredMissile = function(missile, target)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipLostTarget&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipLostTarget&amp;lt;/code&amp;gt; handler is called when the target gets lost. &amp;lt;code&amp;gt;target&amp;lt;/code&amp;gt; contains the lost target entity.&amp;lt;br&amp;gt;(As with Oolite 1.71 this is not yet working properly. It returns not the right target but just &amp;quot;unknown&amp;quot;. It does nothing when target lost because of &amp;quot;out of range&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
 this.shipLostTarget = function(target)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipTargetCloaked&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipTargetCloaked&amp;lt;/code&amp;gt; handler is called when the target cloakes.&lt;br /&gt;
&lt;br /&gt;
 this.shipTargetCloaked = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;equipmentDestroyed&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;equipmentDestroyed&amp;lt;/code&amp;gt; handler is called when equipment gets destroyed completely beyond repair. (in strict mode)  (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.equipmentDestroyed = function(equipment)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;equipmentDamaged&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;equipmentDamaged&amp;lt;/code&amp;gt; handler is called when equipment get damaged. (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.equipmentDamaged = function(equipment)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerBoughtEquipment&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerBoughtEquipment&amp;lt;/code&amp;gt; handler is called when equipment is bought at the outfit screen.&lt;br /&gt;
&lt;br /&gt;
 this.playerBoughtEquipment = function(equipment)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;playerBoughtNewShip&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;playerBoughtNewShip&amp;lt;/code&amp;gt; handler is called when a new ship is bought. May be needed to re-evaluate the old equipment as buying a new ship does not trigger equipment removal.&lt;br /&gt;
&lt;br /&gt;
 this.playerBoughtNewShip = function(ship)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;compassTargetChanged&amp;lt;/code&amp;gt; ====&lt;br /&gt;
{{Oolite-prop-added|1.74}}&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;compassTargetChanged&amp;lt;/code&amp;gt; handler is called when a new target is selected. Mode can be any of the following:&lt;br /&gt;
&lt;br /&gt;
 COMPASS_MODE_BASIC&lt;br /&gt;
 COMPASS_MODE_PLANET&lt;br /&gt;
 COMPASS_MODE_STATION&lt;br /&gt;
 COMPASS_MODE_SUN&lt;br /&gt;
 COMPASS_MODE_TARGET&lt;br /&gt;
 COMPASS_MODE_BEACONS&lt;br /&gt;
&lt;br /&gt;
script example &lt;br /&gt;
&lt;br /&gt;
 this.compassTargetChanged = function(whom, mode)&lt;br /&gt;
 {&lt;br /&gt;
      log(' Now targeting ' + whom);&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;guiScreenChanged&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;guiScreenChanged&amp;lt;/code&amp;gt; handler is called when the guiScreen changes. 1.71 only transfers the &amp;quot;to&amp;quot; screen. 1.72 will also transfer the &amp;quot;from&amp;quot; screen. Note that the screen can have changed again in the meantime. (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.guiScreenChanged = function(to, from)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;guiScreenWillChange&amp;lt;/code&amp;gt; ====&lt;br /&gt;
{{Oolite-prop-added|1.74}}&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;guiScreenWillChange&amp;lt;/code&amp;gt; handler is called when the guiScreen is about to change.  It only fires for the screens: GUI_SCREEN_EQUIP_SHIP, GUI_SCREEN_MANIFEST, GUI_SCREEN_MARKET and GUI_SCREEN_SHIPYARD. On these screens a script could change the content of the page to be displayed.  In Oolite 1.75 will 'GUI_SCREEN_SYSTEM_DATA' be added to this list. (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.guiScreenWillChange = function(to, from)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;missionChoiceWasReset&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;missionChoiceWasReset&amp;lt;/code&amp;gt; handler is called when the mission choice is set to null via script (either using the legacy script method resetMissionChice, or using mission.choice = null; in javascript)&lt;br /&gt;
&lt;br /&gt;
 this.missionChoiceWasReset= function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;missionScreenEnded&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;missionScreenEnded&amp;lt;/code&amp;gt; handler is called when the missionscreen ends. Note that an other script may have put up a new missionscreen in the meantime. (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.missionScreenEnded = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;missionScreenOpportunity&amp;lt;/code&amp;gt; ====&lt;br /&gt;
{{Oolite-prop-added|1.74}}&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;missionScreenOpportunity&amp;lt;/code&amp;gt; handler is called if there are no mission / report screens active, and the player is docked to a station. It gets fired at game startup, upon docking, and after a docking report or previous mission screen has ended.  (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.missionScreenOpportunity= function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;reportScreenEnded&amp;lt;/code&amp;gt; ====&lt;br /&gt;
{{Oolite-prop-added|1.73}}&lt;br /&gt;
The &amp;lt;code&amp;gt;reportScreenEnded&amp;lt;/code&amp;gt; handler is called when the last arrival-report  screen ends. This is a screen that should not be written by a missionscreen. The code should wait until this eventhandler fires. Note that an other script may have put up a new missionscreen in the meantime. (world script only)&lt;br /&gt;
&lt;br /&gt;
 this.reportScreenEnded = function()&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipCollided&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipCollided&amp;lt;/code&amp;gt; handler is send after a collision with otherShip.&lt;br /&gt;
&lt;br /&gt;
 this.shipCollided = function(otherShip)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipScoopedOther&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipScoopedOther&amp;lt;/code&amp;gt; handler is called when a ship scoops scripted_cargo. (&amp;quot;cargo_type&amp;quot; = CARGO_SCRIPTED_ITEM) Other cargo, even scooping escapepods, doesn't trigger a handler.&amp;lt;br&amp;gt;The scooped item is transferred as argument. The scooped cargo itselfs gets the handler: &amp;lt;code&amp;gt;shipWasScooped&amp;lt;/code&amp;gt; with the scooper as argument.&lt;br /&gt;
&lt;br /&gt;
 this.shipScoopedOther = function(whom)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipSpawned&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipSpawned&amp;lt;/code&amp;gt; handler is called after a ship has been added to the system. After a witchspace jump it means that first all ships are added to the system, then all the relevant shipSpawned events are triggered.&amp;lt;br&amp;gt;&lt;br /&gt;
This handler for the woldScript is new since Oolite 1.74. After the event is sent to the shipScript, it is now also send to the worldScript with the added entity as argument.&lt;br /&gt;
&lt;br /&gt;
 this.shipSpawned = function(ship)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;shipLaunchedEscapePod&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;shipLaunchedEscapePod&amp;lt;/code&amp;gt; handler is called when the player bails out. This will be followed by a &amp;lt;code&amp;gt;shipWillDockWithStation()&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;shipDockedWithStation()&amp;lt;/code&amp;gt; pair after a few seconds.&lt;br /&gt;
&lt;br /&gt;
 this.shipLaunchedEscapePod = function(escapepod)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;code&amp;gt;tickle&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;tickle&amp;lt;/code&amp;gt; handler is called periodically-ish, whenever the old [[property list|plist]] scripts are updated. For performance reasons, it is reccomended that you avoid using this if possible, but it may be needed until the planned timer mechanism is implemented. (world script and ship scripts)&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;status&amp;lt;/code&amp;gt; parameter is a string containing the player’s current status - “STATUS_IN_FLIGHT” and “STATUS_DOCKED” being commonly-seen examples.&lt;br /&gt;
&lt;br /&gt;
 this.tickle = function(status)&lt;br /&gt;
 {&lt;br /&gt;
      // Your code here&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Missing Events ===&lt;br /&gt;
&lt;br /&gt;
All the initially planned events have been implemented in 1.74.&lt;br /&gt;
&lt;br /&gt;
If there are other events you would like to be able to respond to, please write a request [http://www.aegidian.org/bb/viewtopic.php?t=3296 on the forum].&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[Oolite JavaScript Reference: ship_script_event_handlers|ship_script_event_handlers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite JavaScript Reference]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Save_Anywhere&amp;diff=24207</id>
		<title>Save Anywhere</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Save_Anywhere&amp;diff=24207"/>
		<updated>2010-09-01T13:22:12Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Save Anywhere is a unique method whereby you can save your game at any OXP station, not only Main Planetary Orbital Stations, as in the standard game.&lt;br /&gt;
&lt;br /&gt;
'''Requires:'''&lt;br /&gt;
&lt;br /&gt;
It is recommended that you read the enclosed Instructions file ''carefully'' before using this OXP.&lt;br /&gt;
&lt;br /&gt;
'''Downloads:'''&lt;br /&gt;
&lt;br /&gt;
Current version:&lt;br /&gt;
&lt;br /&gt;
* [http://www.box.net/shared/l6f4mdqvn9''Save Anywhere V3.1''] Current Release Version.&lt;br /&gt;
&lt;br /&gt;
Older versions:&lt;br /&gt;
&lt;br /&gt;
* [http://www.boxcn.net/shared/tnjt79pskb''Save Anywhere V0.2'']&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]] {{equipment-OXP}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Mission&amp;diff=24166</id>
		<title>Oolite JavaScript Reference: Mission</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Mission&amp;diff=24166"/>
		<updated>2010-08-26T19:32:11Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* runScreen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''Prototype:''' &amp;lt;code&amp;gt;Object&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Subtypes:''' none&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''mission''' global object is used to run mission screens, and perform other actions related to mission scripting.&lt;br /&gt;
&lt;br /&gt;
== Methods ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;addMessageText&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''addMessageText'''(message : String)&lt;br /&gt;
&lt;br /&gt;
Appends text to the currently running mission screen.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;markSystem&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''markSystem'''(systemNumber : Number)&lt;br /&gt;
&lt;br /&gt;
Mark a system on the long range chart. (It is currently possible to mark multiple systems at once, as in &amp;lt;code&amp;gt;mission.markSystem(4, 54, 222)&amp;lt;/code&amp;gt;, but this syntax ''may'' be deprecated for Oolite 1.75.)&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#unmarkSystem|unmarkSystem()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;runScreen&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.74}}&lt;br /&gt;
 '''runScreen(parameters : Object [, callback : Function [, this : Object]])''' &lt;br /&gt;
Present a mission screen.&lt;br /&gt;
&lt;br /&gt;
The appearance of the mission screen is defined by the properties of the &amp;lt;code&amp;gt;parameters&amp;lt;/code&amp;gt; object. The currently defined properties are:&lt;br /&gt;
* &amp;lt;code&amp;gt;title : String&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;titleKey : String&amp;lt;/code&amp;gt; (Key in [[missiontext.plist]])&lt;br /&gt;
* &amp;lt;code&amp;gt;music : String&amp;lt;/code&amp;gt; (name of a music file)&lt;br /&gt;
* &amp;lt;code&amp;gt;overlay : String&amp;lt;/code&amp;gt; (name of an image used as overlay)&lt;br /&gt;
* &amp;lt;code&amp;gt;background : String&amp;lt;/code&amp;gt; (name of a picture used as background)&lt;br /&gt;
* &amp;lt;code&amp;gt;model : String&amp;lt;/code&amp;gt; (Role of a ship that will be shown as rotating ship)&lt;br /&gt;
* &amp;lt;code&amp;gt;message : String&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;messageKey : String&amp;lt;/code&amp;gt; (Key in [[missiontext.plist]])&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesKey : String&amp;lt;/code&amp;gt; (Key in [[missiontext.plist]])&lt;br /&gt;
&lt;br /&gt;
Some of these are mutually exclusive; for instance, “title” overrides “titleKey”.&lt;br /&gt;
&lt;br /&gt;
The callback function is a function that is called when the player makes a choice. Every runScreen can have its own specific callback function, or you can design a single function to handle multiple mission screens instead.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A simple mission screen:&lt;br /&gt;
 mission.runScreen({&lt;br /&gt;
     title: &amp;quot;My first mission screen&amp;quot;,&lt;br /&gt;
     message: &amp;quot;This am a mission screen wot is good&amp;quot;,&lt;br /&gt;
     choicesKey: &amp;quot;me_firstmission_choices&amp;quot;&lt;br /&gt;
 },&lt;br /&gt;
 function (choice)&lt;br /&gt;
 {&lt;br /&gt;
     if (choice === &amp;quot;1_YES&amp;quot;)  player.commsMessage(&amp;quot;Yay!&amp;quot;);&lt;br /&gt;
     else if (choice === &amp;quot;2_NO&amp;quot;)  player.commsMessage(&amp;quot;Boo.&amp;quot;);&lt;br /&gt;
     else  player.commsMessage(&amp;quot;Whut?&amp;quot;);&lt;br /&gt;
 });&lt;br /&gt;
In [[missiontext.plist]], you’ll need the following. The numbers are used because choices are sorted by key.&lt;br /&gt;
 {&lt;br /&gt;
     &amp;quot;me_firstmission_choices&amp;quot; =&lt;br /&gt;
     {&lt;br /&gt;
         &amp;quot;1_YES&amp;quot; = &amp;quot;Yes.&amp;quot;;&lt;br /&gt;
         &amp;quot;2_NO&amp;quot; = &amp;quot;No.&amp;quot;;&lt;br /&gt;
         &amp;quot;3_MAYBE&amp;quot; = &amp;quot;Maybe.&amp;quot;;&lt;br /&gt;
     };&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The call does not have to be laid out as above. The parameters object can be manipulated in any way you want beforehand, and the callback function can be written out of line. For example, the following is equivalent:&lt;br /&gt;
 var parameters = new Object();&lt;br /&gt;
 parameters.title = &amp;quot;My first mission screen&amp;quot;;&lt;br /&gt;
 parameters.message = &amp;quot;This am&amp;quot;;&lt;br /&gt;
 parameters.choicesKey = &amp;quot;me_firstmission_choices&amp;quot;;&lt;br /&gt;
 parameters.message += &amp;quot; a mission screen wot is good&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 function callback(choice)&lt;br /&gt;
 {&lt;br /&gt;
     if (choice === &amp;quot;1_YES&amp;quot;)  player.commsMessage(&amp;quot;Yay!&amp;quot;);&lt;br /&gt;
     else if (choice === &amp;quot;2_NO&amp;quot;)  player.commsMessage(&amp;quot;Boo.&amp;quot;);&lt;br /&gt;
     else  player.commsMessage(&amp;quot;Whut?&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 mission.runScreen(parameters, callback);&lt;br /&gt;
&lt;br /&gt;
This form is more complicated, and the ordering is less intuitive. However, it does allow you to make complex decisions about the parameters in code, and writing the callback out of line can be preferable if it’s long. It is recommended that you start out with the first approach, but keep in mind that there are other options if it becomes too limiting.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setInstructions&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''setInstructions(instructions : String, [worldScriptName : String])'''&lt;br /&gt;
&lt;br /&gt;
Specify a message to put on the Manifest screen (usually short instructions for current mission), under the title “Missions”.&lt;br /&gt;
&lt;br /&gt;
When not called from within a world script, the name of a world script must be specified so that Oolite knows which script the message belongs to. Clear the message by calling &amp;lt;code&amp;gt;setInstructions(null)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It is recommended that &amp;lt;code&amp;gt;setInstructions()&amp;lt;/code&amp;gt; is used only when you need to customise the text for a specific scenario. For static text, use &amp;lt;code&amp;gt;[[#setInstructionsKey|setInstructionsKey()]]&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#setInstructionsKey|setInstructionsKey()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setInstructionsKey&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.74}}&lt;br /&gt;
 function '''setInstructionsKey(messageKey : String, [worldScript : String])'''&lt;br /&gt;
&lt;br /&gt;
Like &amp;lt;code&amp;gt;[[#setInstructions|setInstructions()]]&amp;lt;/code&amp;gt;, but looks up the specified &amp;lt;code&amp;gt;messageKey&amp;lt;/code&amp;gt; in [[missiontext.plist]].&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#setInstructions|setInstructions()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;unmarkSystem&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''unmarkSystem'''(systemNumbers : Number)&lt;br /&gt;
&lt;br /&gt;
Remove a mark set with &amp;lt;code&amp;gt;[[#markSystem|markSystem()]]&amp;lt;/code&amp;gt;. (It is currently possible to mark multiple systems at once, as in &amp;lt;code&amp;gt;mission.unmarkSystem(4, 54, 222)&amp;lt;/code&amp;gt;, but this syntax ''may'' be deprecated for Oolite 1.75.)&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#markSystem|markSystem()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite JavaScript Reference]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Your_Ad_Here!&amp;diff=17755</id>
		<title>Your Ad Here!</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Your_Ad_Here!&amp;diff=17755"/>
		<updated>2010-03-10T13:34:47Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* Main Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
It all started with the Budget Crisis of 3119, when the Co-operative finally realised the scale of the overspend on the project to upgrade the old Faraway wormhole navigation system to the new Witchspace Beacon network. Gross financial mismanagement is hardly new to the Co-operative, or even (sadly) uncommon, but the Faraway fiasco was of an entirely different order of magnitude. This hole wasn't going to be filled with some budgetary offset and a bit of creative accountancy; somehow, the Witchspace Beacon network would have to start generating income. &lt;br /&gt;
&lt;br /&gt;
The idea of charging a levy on all ships using Witchspace was briefly considered, then discarded as a) unpopular and, sadly, b) impossible. Fortunately, a solution was found: the Ad-X Corporation was prepared to pay handsomely for the right to station giant TeraScreen advertisements at the Witchpoint (and, in some larger systems, outside the main station itself). &lt;br /&gt;
&lt;br /&gt;
[[Image:My_favourites_ads_from_Your_Ad_Here!.jpg|thumb|450px|left|Just some of our favourite adverts!]]&lt;br /&gt;
&lt;br /&gt;
It seemed like the problem had been solved. Unfortunately, the only systems prepared to accept unrestricted TeraScreen advertising were the Corporate States, the Democracies and the Confederacies. Dictatorships wanted to use the screens for their own purposes (usually, giant pictures of one Glorious Leader or another); the Communist worlds would have nothing but propaganda (and, indeed, have been working on a system of propaganda screens of their own); and the Multi-Government, Feudal and Anarchy worlds wanted a slice of the pie for themselves – one far bigger than their downmarket demographic warranted. &lt;br /&gt;
&lt;br /&gt;
In desperation, the Co-operative cast around for other possible revenue streams. The various member worlds of the wealthy Corporate State voting bloc had always bridled at Co-op restrictions on the classes and quantities of commodities exchanged at main system stations, demanding &amp;quot;Free Trade&amp;quot; instead. Other planets in the Co-operative, fearful that their own domestic economies would be overwhelmed by an arrangement that inherently favoured the rich and powerful, had always resisted such demands. But faced with the possible bankruptcy of the entire stellar trading network, a compromise was reached: in return for a regular rent on the local Witchpoint volume, the Co-operative would allow a number of independent trading posts to be set up in systems with sufficiently high levels of economic, cultural and political cohesion – or, as some cynics have suggested, those systems with a big enough population to make the venture worthwhile. &lt;br /&gt;
&lt;br /&gt;
Thus the Convenience Stores were born: franchise stations, based near the Witchpoint, offering goods and services to passing ships. Exempt from Co-op trade regulations, the Convenience Stores set about making money from every possible source. They are encrusted with advertising, and even the stations' defence craft – cheap ex-Navy Sidewinders – are plastered with logos and corporate sponsorship. Most controversially, controlled commodities – slaves, narcotics and firearms – are offered freely, and legally, for sale. &lt;br /&gt;
&lt;br /&gt;
Within a Convenience Store, commerce moves at a rapid pace, and prices of even the most basic goods can fluctuate wildly. Some merchants, for commercial or ideological reasons, have abandoned the main system stations altogether; but cannier Commanders, balancing the reliable price index of the Co-operative against speculative capitalist bubble-blowing, can often exploit the feverish atmosphere of a Convenience Store to obtain impressive profits on relatively small quantities of goods.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
Do you want spam with that?&lt;br /&gt;
&lt;br /&gt;
This OXP adds a lot of variety to the Universe. Witch-point and navigation beacons are replaced with giant bill boards displaying adverts. &lt;br /&gt;
Every set features 50 different adverts and also adds a different type of constore to the universe (Set A introduces the Pi-42 constore, Set B the Tescoo Ooxpress constore etc). A constore is a dockable commercial base which is added to the space lanes of most systems with a large population. Also from version 4 and above of this oxp each constore has its own security force, the ships of which are skinned in the colours of the store they protect, and billboards will occasionally appear in asteroid fields of Corporate Systems.&lt;br /&gt;
&lt;br /&gt;
All ads made by different Oolite players for a more varied visual experience. You can contribute with your own ads on the ''[http://www.aegidian.org/bb/viewtopic.php?t=2588&amp;amp;start=1110 Oolite BB]''. Note that your ads must be relevant to the world of Oolite and submitted as 256x128 pixel images. &lt;br /&gt;
Also for ver 4 and above all the artwork on the constores is a contribution of different oolite players&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Main Features===&lt;br /&gt;
 &lt;br /&gt;
Terascreen - 44,017&amp;quot; monster screens used as witchpoint buoys in highly policed systems.&lt;br /&gt;
&lt;br /&gt;
Terascreen Junior - The 17k&amp;quot; Terascreen which works as navigational buoy in highly policed systems.&lt;br /&gt;
&lt;br /&gt;
Constores - convenience stations that sell a little of everything present only in non Anarchy highly populated systems&lt;br /&gt;
&lt;br /&gt;
Constore defenders -  Constores security force (From ver 4 and above)&lt;br /&gt;
&lt;br /&gt;
Asteroid rolling terascreen Junior - Ad terascreens inside asteroid fields only in corporate systems (From ver 4 and above)&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Difficulty Rating===&lt;br /&gt;
&lt;br /&gt;
No difficulty. It only adds ads and innocent constores to the universe.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Installing and Playing===&lt;br /&gt;
&lt;br /&gt;
To play the OXP, unzip the download file. This will create a forlder &amp;quot;YOUR_AD_HERE.oxp&amp;quot; and also several folders named &amp;quot;YOUR_AD_HERE_SET_X.oxp&amp;quot;. In order to have a functional installation of your ad here you need the primary folder (&amp;quot;YOUR_AD_HERE.oxp&amp;quot;) and at least one set (&amp;quot;YOUR_AD_HERE_SET_A.oxp&amp;quot; for examble). The more folder sets you chose to install the more the variety of the ads, constores ect you introduce to the universe. Move the folders you want under the AddOns folder inside your oolite installation&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Update Notes===&lt;br /&gt;
&lt;br /&gt;
'''Changes in version 4:'''&lt;br /&gt;
&lt;br /&gt;
1.All the native constores have been replaced with variants of Griff’s Trade outpost (The original one with the ads).&lt;br /&gt;
&lt;br /&gt;
2.Every station has its own dedicated defenders (Pi-42 security, Tescoo security etc) and every defender ship is different for each station.&lt;br /&gt;
&lt;br /&gt;
3.Increase the maximum energy and maximum defenders of the constores.&lt;br /&gt;
&lt;br /&gt;
4.Replace the buggy AI of the constores with the one Eric gave me. It is not so wise to attack a constore anymore!&lt;br /&gt;
&lt;br /&gt;
5.Improve and translate (into JS) the script of the oxp. Now the script has a second condition (if the player is launched from the station) and also checks before placing a constore if there is already one in the system.&lt;br /&gt;
&lt;br /&gt;
6.Increase the appearance of billboard buoys in systems with government above 4.Now the billboard buoys almost always replace the original buoys in confederacies, democracies and corporate states and not half of the times like in the previous version.&lt;br /&gt;
&lt;br /&gt;
7.Integrate Ahrumans shady billboards as a very rare encounter inside the asteroid fields of corporate states. Every set has only one asteroid billboard and it would be easily maintained for future sets with just the replacement of the png (with the same logic as the common billboards in every set)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Credits for version 4'''&lt;br /&gt;
&lt;br /&gt;
1.All Constore brand name ads are made by DaddyHoggy and Pangloss.&lt;br /&gt;
&lt;br /&gt;
2.All Constore Billboard ads are made by Griff, DaddyHoggy, Pangloos and Disembodied.&lt;br /&gt;
&lt;br /&gt;
3.All Constore Adrings are made by Pangloss and Griff.&lt;br /&gt;
&lt;br /&gt;
4.All Constore roof billboards are made by Griff and Pangloss.&lt;br /&gt;
&lt;br /&gt;
5.All Constore GlowAds are made by Pangloss and Griff.&lt;br /&gt;
&lt;br /&gt;
6.The sidewinder defenders artwork is Pangloss and DaddyHoggy’s job.&lt;br /&gt;
&lt;br /&gt;
7.Eric made the new AI for the constores and also the small JS for the correct facing of the constores.&lt;br /&gt;
&lt;br /&gt;
8.The station itself is a creation of (well who else) Griff. Also Griff with the new improved shaders gave us the possibility to have different stations in different colors.&lt;br /&gt;
&lt;br /&gt;
9.Special thanks to Ahruman for allowing us to integrate its shader billboard demo oxp.&lt;br /&gt;
&lt;br /&gt;
10.Special thanks to another_commander for all his help and support in the translation of the script.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Download Link===&lt;br /&gt;
&lt;br /&gt;
'''VERSION 3'''&lt;br /&gt;
&lt;br /&gt;
[http://sancho.dk/oolite/yaw.zip''Download Ver 3 (Basic package)''] Version for all oolite versions below 1.72.1. '''It includes sets A to D'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/ya_set_E.zip''Download Set E for Ver 3''] You must first install the basic package of version 3 &amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/ya_set_F.zip''Download Set F for Ver 3''] You must first install the basic package of version 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VERSION 4'''&lt;br /&gt;
&lt;br /&gt;
This version has significant improvements and bug fixes from version 3. The most profound of the improvements is that the original box-style convenience store dockable bases have been replaced with variants of the original Griff trade outpost,but due to the use of JS and shaders for the new constores it is only compatible from version 1.72.1 and above.&lt;br /&gt;
 &lt;br /&gt;
[http://sancho.dk/oolite/Yaw_V4.zip''Download Ver 4.0''] Version for oolite 1.72.1 and above. '''It includes all sets from A to F'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VERSION 4.1.1'''&lt;br /&gt;
&lt;br /&gt;
This version has minor changes over version 4.0. Version 4.0 will no longer be able to orient the con-stores correctly in space when used with Oolite 1.74. Not a big deal of course but  users of Oolite 1.73 and above should use the new version 4.1.1 that contains the corrected main script. Sets A till F are unchanged.&lt;br /&gt;
 &lt;br /&gt;
[http://www.box.net/shared/x1idbg1vgs ''Download Ver 4.1.1''] Version for oolite 1.73 and above. '''It only contains the main oxp (1.7 MB) but none of the sets'''. You should also download above 4.0 package for obtaining the sets A to F when you not already have those.&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}} {{station-OXP}}&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Your_Ad_Here!&amp;diff=17754</id>
		<title>Your Ad Here!</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Your_Ad_Here!&amp;diff=17754"/>
		<updated>2010-03-10T13:32:53Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* Update Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
It all started with the Budget Crisis of 3119, when the Co-operative finally realised the scale of the overspend on the project to upgrade the old Faraway wormhole navigation system to the new Witchspace Beacon network. Gross financial mismanagement is hardly new to the Co-operative, or even (sadly) uncommon, but the Faraway fiasco was of an entirely different order of magnitude. This hole wasn't going to be filled with some budgetary offset and a bit of creative accountancy; somehow, the Witchspace Beacon network would have to start generating income. &lt;br /&gt;
&lt;br /&gt;
The idea of charging a levy on all ships using Witchspace was briefly considered, then discarded as a) unpopular and, sadly, b) impossible. Fortunately, a solution was found: the Ad-X Corporation was prepared to pay handsomely for the right to station giant TeraScreen advertisements at the Witchpoint (and, in some larger systems, outside the main station itself). &lt;br /&gt;
&lt;br /&gt;
[[Image:My_favourites_ads_from_Your_Ad_Here!.jpg|thumb|450px|left|Just some of our favourite adverts!]]&lt;br /&gt;
&lt;br /&gt;
It seemed like the problem had been solved. Unfortunately, the only systems prepared to accept unrestricted TeraScreen advertising were the Corporate States, the Democracies and the Confederacies. Dictatorships wanted to use the screens for their own purposes (usually, giant pictures of one Glorious Leader or another); the Communist worlds would have nothing but propaganda (and, indeed, have been working on a system of propaganda screens of their own); and the Multi-Government, Feudal and Anarchy worlds wanted a slice of the pie for themselves – one far bigger than their downmarket demographic warranted. &lt;br /&gt;
&lt;br /&gt;
In desperation, the Co-operative cast around for other possible revenue streams. The various member worlds of the wealthy Corporate State voting bloc had always bridled at Co-op restrictions on the classes and quantities of commodities exchanged at main system stations, demanding &amp;quot;Free Trade&amp;quot; instead. Other planets in the Co-operative, fearful that their own domestic economies would be overwhelmed by an arrangement that inherently favoured the rich and powerful, had always resisted such demands. But faced with the possible bankruptcy of the entire stellar trading network, a compromise was reached: in return for a regular rent on the local Witchpoint volume, the Co-operative would allow a number of independent trading posts to be set up in systems with sufficiently high levels of economic, cultural and political cohesion – or, as some cynics have suggested, those systems with a big enough population to make the venture worthwhile. &lt;br /&gt;
&lt;br /&gt;
Thus the Convenience Stores were born: franchise stations, based near the Witchpoint, offering goods and services to passing ships. Exempt from Co-op trade regulations, the Convenience Stores set about making money from every possible source. They are encrusted with advertising, and even the stations' defence craft – cheap ex-Navy Sidewinders – are plastered with logos and corporate sponsorship. Most controversially, controlled commodities – slaves, narcotics and firearms – are offered freely, and legally, for sale. &lt;br /&gt;
&lt;br /&gt;
Within a Convenience Store, commerce moves at a rapid pace, and prices of even the most basic goods can fluctuate wildly. Some merchants, for commercial or ideological reasons, have abandoned the main system stations altogether; but cannier Commanders, balancing the reliable price index of the Co-operative against speculative capitalist bubble-blowing, can often exploit the feverish atmosphere of a Convenience Store to obtain impressive profits on relatively small quantities of goods.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
Do you want spam with that?&lt;br /&gt;
&lt;br /&gt;
This OXP adds a lot of variety to the Universe. Witch-point and navigation beacons are replaced with giant bill boards displaying adverts. &lt;br /&gt;
Every set features 50 different adverts and also adds a different type of constore to the universe (Set A introduces the Pi-42 constore, Set B the Tescoo Ooxpress constore etc). A constore is a dockable commercial base which is added to the space lanes of most systems with a large population. Also from version 4 and above of this oxp each constore has its own security force, the ships of which are skinned in the colours of the store they protect, and billboards will occasionally appear in asteroid fields of Corporate Systems.&lt;br /&gt;
&lt;br /&gt;
All ads made by different Oolite players for a more varied visual experience. You can contribute with your own ads on the ''[http://www.aegidian.org/bb/viewtopic.php?t=2588&amp;amp;start=1110 Oolite BB]''. Note that your ads must be relevant to the world of Oolite and submitted as 256x128 pixel images. &lt;br /&gt;
Also for ver 4 and above all the artwork on the constores is a contribution of different oolite players&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Main Features===&lt;br /&gt;
 &lt;br /&gt;
Terascreen - 44,017&amp;quot; monster screens used as witchpoint buoys in highly policed systems.&lt;br /&gt;
&lt;br /&gt;
Terascreen Junior - The 17k&amp;quot; Terascreen which works as navigational buoy in highly policed systems.&lt;br /&gt;
&lt;br /&gt;
Constores - convenience stations that sell a little of everything present only in non Anarchy highly populatated systems&lt;br /&gt;
&lt;br /&gt;
Constore defenters -  Constores security force (From ver 4 and above)&lt;br /&gt;
&lt;br /&gt;
Asteroid rolling terascreen Junior - Ad terascreens inside asteroid fields only in corporate systems (From ver 4 and above)&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Difficulty Rating===&lt;br /&gt;
&lt;br /&gt;
No difficulty. It only adds ads and innocent constores to the universe.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Installing and Playing===&lt;br /&gt;
&lt;br /&gt;
To play the OXP, unzip the download file. This will create a forlder &amp;quot;YOUR_AD_HERE.oxp&amp;quot; and also several folders named &amp;quot;YOUR_AD_HERE_SET_X.oxp&amp;quot;. In order to have a functional installation of your ad here you need the primary folder (&amp;quot;YOUR_AD_HERE.oxp&amp;quot;) and at least one set (&amp;quot;YOUR_AD_HERE_SET_A.oxp&amp;quot; for examble). The more folder sets you chose to install the more the variety of the ads, constores ect you introduce to the universe. Move the folders you want under the AddOns folder inside your oolite installation&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Update Notes===&lt;br /&gt;
&lt;br /&gt;
'''Changes in version 4:'''&lt;br /&gt;
&lt;br /&gt;
1.All the native constores have been replaced with variants of Griff’s Trade outpost (The original one with the ads).&lt;br /&gt;
&lt;br /&gt;
2.Every station has its own dedicated defenders (Pi-42 security, Tescoo security etc) and every defender ship is different for each station.&lt;br /&gt;
&lt;br /&gt;
3.Increase the maximum energy and maximum defenders of the constores.&lt;br /&gt;
&lt;br /&gt;
4.Replace the buggy AI of the constores with the one Eric gave me. It is not so wise to attack a constore anymore!&lt;br /&gt;
&lt;br /&gt;
5.Improve and translate (into JS) the script of the oxp. Now the script has a second condition (if the player is launched from the station) and also checks before placing a constore if there is already one in the system.&lt;br /&gt;
&lt;br /&gt;
6.Increase the appearance of billboard buoys in systems with government above 4.Now the billboard buoys almost always replace the original buoys in confederacies, democracies and corporate states and not half of the times like in the previous version.&lt;br /&gt;
&lt;br /&gt;
7.Integrate Ahrumans shady billboards as a very rare encounter inside the asteroid fields of corporate states. Every set has only one asteroid billboard and it would be easily maintained for future sets with just the replacement of the png (with the same logic as the common billboards in every set)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Credits for version 4'''&lt;br /&gt;
&lt;br /&gt;
1.All Constore brand name ads are made by DaddyHoggy and Pangloss.&lt;br /&gt;
&lt;br /&gt;
2.All Constore Billboard ads are made by Griff, DaddyHoggy, Pangloos and Disembodied.&lt;br /&gt;
&lt;br /&gt;
3.All Constore Adrings are made by Pangloss and Griff.&lt;br /&gt;
&lt;br /&gt;
4.All Constore roof billboards are made by Griff and Pangloss.&lt;br /&gt;
&lt;br /&gt;
5.All Constore GlowAds are made by Pangloss and Griff.&lt;br /&gt;
&lt;br /&gt;
6.The sidewinder defenders artwork is Pangloss and DaddyHoggy’s job.&lt;br /&gt;
&lt;br /&gt;
7.Eric made the new AI for the constores and also the small JS for the correct facing of the constores.&lt;br /&gt;
&lt;br /&gt;
8.The station itself is a creation of (well who else) Griff. Also Griff with the new improved shaders gave us the possibility to have different stations in different colors.&lt;br /&gt;
&lt;br /&gt;
9.Special thanks to Ahruman for allowing us to integrate its shader billboard demo oxp.&lt;br /&gt;
&lt;br /&gt;
10.Special thanks to another_commander for all his help and support in the translation of the script.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
===Download Link===&lt;br /&gt;
&lt;br /&gt;
'''VERSION 3'''&lt;br /&gt;
&lt;br /&gt;
[http://sancho.dk/oolite/yaw.zip''Download Ver 3 (Basic package)''] Version for all oolite versions below 1.72.1. '''It includes sets A to D'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/ya_set_E.zip''Download Set E for Ver 3''] You must first install the basic package of version 3 &amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/ya_set_F.zip''Download Set F for Ver 3''] You must first install the basic package of version 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VERSION 4'''&lt;br /&gt;
&lt;br /&gt;
This version has significant improvements and bug fixes from version 3. The most profound of the improvements is that the original box-style convenience store dockable bases have been replaced with variants of the original Griff trade outpost,but due to the use of JS and shaders for the new constores it is only compatible from version 1.72.1 and above.&lt;br /&gt;
 &lt;br /&gt;
[http://sancho.dk/oolite/Yaw_V4.zip''Download Ver 4.0''] Version for oolite 1.72.1 and above. '''It includes all sets from A to F'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''VERSION 4.1.1'''&lt;br /&gt;
&lt;br /&gt;
This version has minor changes over version 4.0. Version 4.0 will no longer be able to orient the con-stores correctly in space when used with Oolite 1.74. Not a big deal of course but  users of Oolite 1.73 and above should use the new version 4.1.1 that contains the corrected main script. Sets A till F are unchanged.&lt;br /&gt;
 &lt;br /&gt;
[http://www.box.net/shared/x1idbg1vgs ''Download Ver 4.1.1''] Version for oolite 1.73 and above. '''It only contains the main oxp (1.7 MB) but none of the sets'''. You should also download above 4.0 package for obtaining the sets A to F when you not already have those.&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}} {{station-OXP}}&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17660</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17660"/>
		<updated>2010-02-28T19:47:00Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
[[File:RegistrationOXPimage1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an Effort to diminishing Piracy Gal Cop has recently started Demanding ID&lt;br /&gt;
tags on every ship in the galaxy. existing non ID ships, will acquire an ID&lt;br /&gt;
upon change of ownership.. For now this only applies to all the popular&lt;br /&gt;
brands of ships, those we have come to know since the dawn of interstellar space travel.&lt;br /&gt;
&lt;br /&gt;
'''Protests'''&lt;br /&gt;
&lt;br /&gt;
A lot of back yard ship factories have protested against this and refuses to&lt;br /&gt;
put ID tags on their custom or upgraded ships until legislation upon the matter&lt;br /&gt;
as been cleared about whether or not this violates the rights of the individual&lt;br /&gt;
trader..&lt;br /&gt;
&lt;br /&gt;
'''flawed legislation'''&lt;br /&gt;
&lt;br /&gt;
Independant Space Traders Union also known as ITU, has appealed Gal Cops current&lt;br /&gt;
practice as follows&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;it is obvious that the police now, as a matter of routine, demand the production of registration indemnity ID Tags whenever they stop or interrogate a spacer for whatever cause. Of course, if they are looking for a stolen ship or have reason to believe that a particular spacer is engaged in committing a crime, that is one thing, but to demand an ID tag from all and sundry, for instance, from a lady who may leave her mining ship in an asteroid field longer than her license allows her to, or some trivial matter of that sort, is wholly unreasonable. This Act was passed for security purposes, and not for the purposes for which, apparently, it is now sought to be used.&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
''' Decision Pending '''&lt;br /&gt;
&lt;br /&gt;
The Board of Space Vessel Affairs(BSVA) have ruled that current practices must be followed until a decision has been made.. however the supplier of the photo chromatic paint embedded in the alloys of the ID tagged vessels, cannot be removed without removing the metal entirely... and changing the assembly lines again could lead to law suits against GAL COP and even GAL CORP, from the union of space vessel suppliers known as SVS.&lt;br /&gt;
&lt;br /&gt;
'''What the Wise Men Say'''&lt;br /&gt;
&lt;br /&gt;
Experts agree that the ID practice is here to stay: however those shops that exist on the fringe of law, should still be able to get away with not painting IDs on their ships... subsequently Prices on NON id ships, are higher than ID ships, and also acts as an additional reason, not to embed ID paint into the alloy of your Vessel.&lt;br /&gt;
&lt;br /&gt;
These shops that are largely unknown to Gal Cop, also risks getting inspections from Gal Cop, if they registrar with Gal Cop to get an alloted series of ID tag numbers.&lt;br /&gt;
&lt;br /&gt;
The Experts also agree that eventually even these will be forced to accept, they do however also agree that pirates will remove the ID tags soon, when some back yard ship repair shop starts removing the metal or the paint from the duranium alloys at an extremly high cost ofcourse...&lt;br /&gt;
&lt;br /&gt;
finally ID tags may allow for Pirates to easier stalk and find their prey..&lt;br /&gt;
&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download version 0.12 here]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=OXP&amp;diff=17659</id>
		<title>OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=OXP&amp;diff=17659"/>
		<updated>2010-02-28T19:45:55Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are OXPs? ==&lt;br /&gt;
&lt;br /&gt;
[[Image:oolite-oxp-icon.png|128px|right|OXP icon]]&lt;br /&gt;
An '''OXP''' (Oolite eXpansion Pack) is an enhancement to the game [[Oolite]]. Typically, an OXP is downloaded as a ZIP file, which is expanded and placed in Oolite's AddOns folder. On the Mac the OXP is a shown as an application, which takes the form of the icon shown here. On Windows the OXP appears as a normal folder ending &amp;quot;.oxp&amp;quot;. An OXP could be a new game object (such as a ship, space station or a moon), a mission, or a combination of several elements. OXPs can use all of the facilities of Oolite, including some that are not used in the standard, unexpanded game. Whatever your OS, you need to move the OXP into Oolite's AddOns folder. Oolite will only read an OXP if you move the .oxp folder (or Application on the Mac) into Oolite's AddOns folder.&lt;br /&gt;
&lt;br /&gt;
== Downloading OXPs ==&lt;br /&gt;
&lt;br /&gt;
On this page you will find download links to all the OXPs. The download will create a .ZIP file. Unzip it and a new folder will appear. Open this folder and you will see a folder ending .oxp and usually a README file. Move the folder ending .oxp into the Oolite AddOns folder. Next time you load up Oolite the new features added by the OXP will be added to the game. Be sure to read the README file, as this will tell you what the OXP does. If you are updating an old version of an OXP on Oolite 1.69.1 onwards, hold down the SHIFT key whilst Oolite loads up for the first time after installing in order to ensure the cache is updated.&lt;br /&gt;
&lt;br /&gt;
Below you will see a table of all the OXPs set out in alphabetical order. The link in the first column will take you to a Wiki Page giving you information on the OXP and a download link. If no Wiki page is currently available for the OXP, the link will take you directly to a download link.&lt;br /&gt;
&lt;br /&gt;
The links in the next column will take you to Wiki Pages giving information on ships or stations added by the OXP. Many of the [[Oolite_Missions|Mission OXPs]] will contain lots of other ships, stations or weapons that are not listed here. The Wiki only gives information on the Ships listed in the galaxy wide &amp;quot;Jane's Spacecraft&amp;quot;. Many military, criminal and corporate powers do not make information on the craft they build or use available to the galactic public! Below the Main Table is a list of download links to all the OXPs broken down by category.&lt;br /&gt;
&lt;br /&gt;
Most OXPs can also be found at [http://oosat.alioth.net The Oolite Satellite Resource Site] (Oosat2) or the older [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Captain Hack OoSat Site] (Oosat1). Please note however that neither of these sites have been updated for a long time, nor will they be. All updating is now done on this page of the Wiki. You should use the link shown on this page to get the latest version of the OXP. For example, the versions of Assassins.oxp, Ionics.oxp, Thargoid Wars.oxp and Spyhunter.oxp on the Captain Hack site are old versions (and contain bugs). The links on this page will take you to the latest versions.&lt;br /&gt;
&lt;br /&gt;
== Table of all OXPs ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;border: 1px solid #cfcfbf; background-color: #f0f0ff; padding: .5em 1em 1em; cellpadding: 0; cellspacing: 0; color: #000000; vertical-align: top; text-align: left;&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Information / Download !! Ships !! Stations !! Short Description&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Aegidian's_Specials|Aegidian's Specials]]&lt;br /&gt;
| [[Mussurana]]&lt;br /&gt;
[[Asp_%28Oolite%29#Notable_features|Asp Mark II Special]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The powerful Mussurana and an improved Asp.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Aegidian's_X-Ships|Aegidian's X-Ships]]&lt;br /&gt;
| [[Python_ET_Special|Python ET Special]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Mk.2_%28Oolite%29|Cobra Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Asp_%28Oolite%29#Notable_features|Asp Mark II Special]]&lt;br /&gt;
&lt;br /&gt;
[[Sidewinder_%28Oolite%29#Notable_featuresl|Sidewinder Special]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. An improved Python, the experimental Cobra Mk II, the Asp Mark II Special and the Sidewinder Special.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/shared/p9wjemvoc8 ''Amen Brick's Pirate Clan One: The Blitzspears (NEW 07/08)'']&lt;br /&gt;
| Assassin, Hoodlum, Mugger, Scoundrel and Spiv&lt;br /&gt;
|&lt;br /&gt;
|Ships. The first of the Pan-Galaxy Outlaw clans to rise through the leadership of some diabolical criminal genius. What are his, or indeed hers or, further indeed, its future plans? Will their nefarious example be followed by others? The answers are out there...&lt;br /&gt;
All ships in this version are playable. Future versions (probably modular for memory saving reasons) will have more clans, the ability to join clans (if I master the arcane art of programming), stations and missions. Stay untuned, folks.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/shared/sm6fpqxsg4 ''Amen Brick's Megaships v1.2 (Amended 07/08)'']&lt;br /&gt;
| The Battleship, The Biodome, The Cruiseship, The Hospitalship, The Supercargo, The Superlifter and the Yacht:Amen Class&lt;br /&gt;
|&lt;br /&gt;
|Ships. Graceful giants cross the galaxies before our eyes. The forlorn Biodome, destined to forever wander the Ooniverse. The Cruiseship taking citizens to holiday planets. The Supercargo ferrying aid to the needy. The private Yacht filled with luxury and the prosaic Superlifter than helps giant ships get to their new homes or their final resting place. Now amended to make spectacular explosions as they try to dock less likely (sorry!)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/E5Amigasoundpack01oxp.zip ''Amiga Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set, based on the sound set used in the Amiga version of the original Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Anarchies_OXP|''Anarchies.oxp'']]&lt;br /&gt;
| [[Hacker_Viper|Hacker Viper]]&lt;br /&gt;
&lt;br /&gt;
[[Salvager_Phoenix|Salvager Phoenix]]&lt;br /&gt;
&lt;br /&gt;
[[Salvager_Tugger|Salvager Tugger]]&lt;br /&gt;
| [[Hacker_Outpost|Hacker Outpost]]&lt;br /&gt;
&lt;br /&gt;
[[Salvage_Gang|Salvage Gang]]&lt;br /&gt;
&lt;br /&gt;
[[Sentinel_Station|Sentinel Station]]&lt;br /&gt;
&lt;br /&gt;
[[Renegade_Station|Renegade Station]]&lt;br /&gt;
| Feature/Ships/Stations. Complete overhaul of Oolite's legal rating system. It gets harder to become clean again. But there are some new ways to achieve this as well: Hacker Outposts can be found in the higher tech [[Powers_and_Organisations#Anarchy_Worlds|Anarchy systems]], the criminals willing to clear a fugitive's legal record. For a price of course! Salvage Gangs are spread all over the Ooniverse, providing good equipment deals. Those in Anarchy systems offer a service similar to the Hacker Outposts as well. Sentinel Stations are placed in some of the worst Anarchies. But beware! Some of them have been overthrown by the pirates and are now Renegade Stations. Good news for the pirates among the players, because these are as close to a safe-haven for you as it gets! All of these also feature their own ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[AMS_OXP|Anti-Missile System]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. Adds the anti-missile system, designed to offer a defence against non-standard missiles via automatically firing interceptor darts (6 per launcher, replenishable). Requires [[Missile_Analyser|Missile Analyser OXP]] by Eric Walch.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/aphidv2.oxp_.zip ''Aphid Escort Service'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the stylish Aphid escort service.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Aquatics_OXP|Aquatics]]&lt;br /&gt;
| [[Manta_Ray|Manta Ray]], [[Shark|Shark]], [[Man_O%27_War|Man O' War]], [[Box_Escort|Box Escort]], [[Conger|Conger Cargo Hauler]], [[Hawksbill|Hawksbill Fuel Tanker]], [[HammerHead|HammerHead Hauler Carrier]], [[Barracuda|Barracuda]], [[LeviathanPlatform|Leviathan System Platform]], [[Orca|Orca Destroyer]]&lt;br /&gt;
|&lt;br /&gt;
|Ships/mission/station. Ships from the Aquarian Shipbuilding Corporation of Aqualina, G3. Also includes a brand new station (the Aquarian Shipbuilding Corp. HQ) plus a mission based out of it. And who knows, there may be a few more surprises in there too...&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/att1.zip ''Armoured Transport Type 1'']&lt;br /&gt;
| [[Gaundlet_Armoured_Transport_Type1|Gaundlet Armoured Transport Type 1]]&lt;br /&gt;
&lt;br /&gt;
[[Gaundlet_Armoured_Escort_Viper|Gaundlet Armoured Escort Viper]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Convoys of well armed craft ferry gold and other valuables through the space lanes. Only a pirate with an Iron Ass would dream of attempting a robbery!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[The Assassins Guild OXP|Assassins Guild V1.3 (Updated)]]&lt;br /&gt;
| [[Deamon_Cruiser|Deamon Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Mongoose]]&lt;br /&gt;
&lt;br /&gt;
[[Nemesis]]&lt;br /&gt;
&lt;br /&gt;
[[Scorpion_Frigate|Scorpion Frigate]]&lt;br /&gt;
|[[Navy Station]]&lt;br /&gt;
| [[Oolite_Missions#The_Assassins_Guild|Missions]] / Ships / Stations / Planets. 21 missions involving murder to order in Galaxy 7, available to experienced Commanders amoral enough to gain admittance to the sinister [[Powers_and_Organisations#The_Assassins_Guild|Assassins Guild]]. Updated from the versions on Oosat1 &amp;amp; Oosat2.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
|[[Asteroid_Storm|Asteroid Storm]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature / [[Oolite_Missions#Asteroid_Storm|Mission]]. Adds lots of different types of Asteroids to the Universe. A [[Oolite_Missions#Asteroid_Storm|Mission]] is also included, well suited to a novice Commander. A well known station in Galaxy 1 comes under threat from a large asteroid strike. The updated version fixes a bug that meant that only one new type of asteroid was being added. Now the intended twelve varieties appear in game. '''Note''': this OXP does not work in Oolite v.1.74+.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Baakili_Far_Trader|Baakili Far Trader]]&lt;br /&gt;
| [[Baakili Far Trader]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a dockable Alien ship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/dropbox/bandersnatch_1_1.zip ''Bandersnatch v1.1'']&lt;br /&gt;
|[[Bandersnatch]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a pirate capital vessel armed with plasma turrets. (Bugfixed at November 2009)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Black_Monk_Monastery|Bank of the Black Monks]]&lt;br /&gt;
| [[Black_Monk_Gunship|Black Monk Gunship]]&lt;br /&gt;
| [[Black_Monk_Monastery|Black Monk Monastery]]&lt;br /&gt;
| Feature / [[Oolite_Missions#Bank_of_the_Black_Monks|Mission]]. Monks aboard well armed stations appear in advanced systems. Loans are offered, defaulters will be exterminated! Two versions of the OXP are available, the [http://www.box.net/public/z2ahfudnt3 Non-Shader Bank of the Black Monks OXP'] and the [http://http://www.box.net/shared/7twwbaelcc 'Shady Bank of the Black Monks OXP']. The Non-Shader Version will run on all versions of Oolite. The Shady version uses Shaders and requires Version 1.71 or higher of Oolite. Slow Systems will struggle to run the Shady Version, so if you find installing it is slowing your system down too much, then try the Non-Shady Version.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Behemoth]]&lt;br /&gt;
| [[Behemoth]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a dockable Navy Cruiser. Updated from the version on Oosat1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[ADCK's_Behemoths|Behemoths - Shadered (By ADCK)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Based on the above oxp, but with 2 new behemoths and shaders (Includes shaders which require Oolite 1.69 or later)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Behemoth_Spacewar|''Behemoth Spacewar'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Patch. Adds intelligence to the Behemoth and brings a combat with Thargoids&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[BigShips_OXP|Big Ships]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships (ish). Adds the new role &amp;quot;bigTrader&amp;quot; to the game, designed for large ships which are unable to dock with stations due to their size. Also includes an AI which can be used for such ships, but DOES NOT include any ships of its own.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Media:BoomslangWIP.zip|''Boomslang'']]&lt;br /&gt;
| [[Boomslang]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a mid-range multi-role ship. Used by pirates and traders alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bounty_Scanner|Bounty Scanner]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. The Bounty Scanner adds bounty details (if any) to the targeting lock-box display when locked onto other ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Bulk_Haulers|Bulk Haulers by ADCK]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds many Bulk Haulers to the game, including a retextured version of Aegidians Bulk Hauler as seen in the Oolite video on YouTube, which until recently has not been available to the public. (Requires [[BigShips_OXP|Big Ships]] and Includes shaders which require Oolite 1.69 or later)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[BuoyRepair|BuoyRepair1.02.5]]&lt;br /&gt;
| Armadillo&amp;lt;br&amp;gt;Controller&amp;lt;br&amp;gt;Guanako&lt;br /&gt;
|[[Buoy Repair Facility|Buoy Repair Facility]]&lt;br /&gt;
|Feature. Repair company for defect or destroyed nav-beacons (Updated 7/10/2009).&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.crimsonforge.co.uk/cloister/neocaduceus.zip Caduceus]&lt;br /&gt;
| [[Caduceus|Caduceus]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the very expensive (and deadly) Caduceus, which has six broadside-mounted auto-targeting plasma cannons.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/seosu.zip ''Capisastra'']&lt;br /&gt;
| [[Capisastra_Defender|Capisastra Defender]]&lt;br /&gt;
&lt;br /&gt;
[[Capisastra_Hauler|Capisastra Hauler]]&lt;br /&gt;
&lt;br /&gt;
[[Capisastra_Warrior|Capisastra Warrior]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Capisatra pirates appear in Galaxy 4. [[Capisastra_OXP|More Information]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Captured_Thargons_OXP|Captured Thargons]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. Gives the possibility for player ships to carry and launch captured and reprogrammed Thargon robot fighters&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Cargo_Wreck_Teaser_OXP|''Cargo &amp;amp; Wrecks V1.4 (Updated April 2009)'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cargo. Adds lots of different types of cargo canisters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Cataclysm_OXP|''Cataclysm'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mission. &amp;quot;Cataclysm.oxp is a mission OXP that takes up the threads of the native Constrictor Hunt and Thargoid Plans missions, and sends you on a mission far bigger than anything you have done for the Navy so far. It gives you the opportunity to re-visit places you have visited before, and re-meet people you had contact with during these missions. And of course it will let you meet various other people, and lead you to a lot of new places, some of which you probably haven't visited before.&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/clearskies.oxp_.zip ''Clear Skies'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Utility. Reduces nebula effects. Handy if your system is finding it hard to run Oolite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Cobra_3.5|Chopped Cobra]]&lt;br /&gt;
| [[Cobra_3.5|Cobra Mk 3.5]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A slightly faster and tougher variation on the classic Cobra Mk III, at the price of a reduced cargo bay.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Cobra_Clipper_SAR|Cobra Clipper SAR]]&lt;br /&gt;
| [[Cobra_Clipper_SAR|Cobra Clipper SAR]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A custom Cobra Mk III to rescue stranded Commanders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/cobra3njx.zip ''Cobra Mk III Njx'']&lt;br /&gt;
| [[Cobra_III_NjX|Cobra III NjX]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A faster, tougher variation on the Classic Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Commies|''Commies'']]&lt;br /&gt;
| [[Ray_Mk.I|Ray Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Giant_Ray|Giant Ray]]&lt;br /&gt;
&lt;br /&gt;
[[Astro_Mines|Mining Pods]]&lt;br /&gt;
&lt;br /&gt;
[[Astro_Mines|Scavenger Rays]]&lt;br /&gt;
&lt;br /&gt;
[[Sturgeon_Mk.I|Sturgeon Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Worker%27s_Commuter|Worker's Commuter]]&lt;br /&gt;
&lt;br /&gt;
| [[Astro_Mines|Astro Mines]]&lt;br /&gt;
&lt;br /&gt;
[[CZGF|Collective Zero-G Factory]]&lt;br /&gt;
&lt;br /&gt;
[[SLAPU|Solar Laboratory and Production Unit]]&lt;br /&gt;
|Ships / Stations. Commie systems have their own police forces, transports, stations and miners.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/pLists/hud.plist ''Compact HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Condor'']&lt;br /&gt;
| [[Condor]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A very powerful police and Navy Cruiser.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/CustomSounds.zip ''Custom Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set. The largest of the currently available sound sets, this pack replaces or adds over 40 sounds, featuring additional music and extensive use of a calm female computer voice to warn the Commander of alarming events.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/dwcobra3HiRes.zip ''Dark Wheel Cobra''] -&lt;br /&gt;
([http://oosat.alioth.net/files/dwcobra3.zip alternative lo-end version])&lt;br /&gt;
|[[DWCobra|Dark Wheel Cobra]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A custom Cobra Mk III model, as seen on the cover of the Elite Manual.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Deep_Space_Dredger|''Deep Space Dredger 2.3'']]&lt;br /&gt;
| [[Sabre]]&lt;br /&gt;
| [[Deep_Space_Dredger|Deep Space Dredger]]&lt;br /&gt;
|Ships / Stations. Adds dockable Space Dredgers to the space lanes, defended by a squad of Saber fighters. Version 2.3 has new, improved textures.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[DeepSpacePirates|''Deep Space Pirates'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Normally in Oolite ships do not appear outside the space lanes. This OXP adds ships outside the space lanes. As no police patrols extend this far out pirates and other unpleasant characters can be found in deep space.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Deepspace_Ships|''Deepspace Ships'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Oolite Ships replacement set. Replaces the default ships with new textures.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Deposed_OXP|''Deposed 1.3.4'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Deposed|Mission]]. A series of missions set in Galaxy 4 for an experienced Commander. This version is now mission-offering. compatible with other OXPs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
|[http://www.arcadia-digital.net/steve/Oolite/Oolite.html ''Dictators'']&lt;br /&gt;
| [[Imperial_Censor|Imperial Censor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Freighter|Imperial Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Lictor|Imperial Lictor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Quaestor|Imperial Quaestor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Tanker|Imperial Tanker]]&lt;br /&gt;
&lt;br /&gt;
[[Junta_Enforcer|Junta Enforcer]]&lt;br /&gt;
&lt;br /&gt;
[[Revolutionary_Guard|Revolutionary Guard]]&lt;br /&gt;
| [[Imperial_AstroFactory|Imperial AstroFactory]]&lt;br /&gt;
| Ships / Stations. Dictatorship systems gain their own police forces, supply craft and stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Diso.zip ''Diso'']&lt;br /&gt;
|&lt;br /&gt;
|[[Navy Station]]&lt;br /&gt;
| Planets / Stations. Extra planets and stations are added to the Diso system in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Display reputation OXP|''Display reputation'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature. Displays your passenger and contract reputation in your ship's manifest.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''Dr HUD'' [http://sancho.dk/oolite/Dr_HUD_Cmk3.zip Cobra Mk III version], [http://sancho.dk/oolite/Dr_HUD.zip Custom version]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Oolite_Docking_Clearance_Protocol_%28v1.72_or_later%29|Docking Clearance]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature. Sets the docking clearance on for all stations in Oolite. Click on [[Oolite_Docking_Clearance_Protocol_%28v1.72_or_later%29|this link]] for further explanation.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''Dr HUD'' [http://sancho.dk/oolite/Dr_HUD_Cmk3.zip Cobra Mk III version], [http://sancho.dk/oolite/Dr_HUD.zip Custom version]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Dragon|Dragon Assault Craft (Updated 9/8/08)]]&lt;br /&gt;
| [[Dragon|Dragon Assault Craft]]&lt;br /&gt;
|&lt;br /&gt;
| Ships / Equipment. Adds the Dragon Assault Craft, a heavy combat ship available in several different paint-jobs. Also adds the Military Smart Missile, an improved Hard Head Missile with more bang for your Credit. Both the ship and missile are available to the player and NPCs alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.mediafire.com/?sharekey=ca166c7e38ef78c6e7c82ed4b8f0c380e04e75f6e8ebb871 ''Dragonfly/Firefly S.T'']&lt;br /&gt;
| [[Dragonfly S.T /Firefly S.T]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Dragonfly S.T and also the much faster Firefly S.T variant. Small fast ideal ship for pirates or bounty hunters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Drones_OXP|Drones]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Weapons. Three new autonomous drones to help the player (and NPCs) in combat. Fire and forget, with targeting taken from the ships scanning computers. Variants are the combat drone (standard fighting drone), the kamikaze drone (upgraded with a low yield warhead) and anti-Thargoid drone (GalCop commission, with stronger lasers and better speed and manoeuvrability, plus battle computer optimisation to seek and destroy Thargoid vessels). All can be recovered and possibly re-used if they survive battle.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Eagle Mk II]]&lt;br /&gt;
| [[Eagle Mk II]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds the cheap Eagle Mk II escort vessel in several different versions, including an enhanced SE.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[http://www.box.net/shared/xkltqit3oj Eagles Mk's I to IV (By ADCK)]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Adds 4 Eagle Long Range Fighters to the game, There are 8 different colours to each Eagle, and 4 player versions. Made by ADCK. (Includes shaders which require Oolite 1.69 or later)&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Energy_Equipment_OXP|Energy Equipment]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. The emergency charge device - a pylon-mounted top-up for the ships systems, and the emergency energy unit - an internally fitted automatically triggered top-up when the juice runs low.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Mark a position in space by deploying a pylon mounted beacon.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.arcadia-digital.net/steve/Oolite/Ships/Executive%20SpaceWays%20v2.2.zip ''Executive Spaceways'']&lt;br /&gt;
| [[Delta_Long-Range_Escort|Delta Long-Range Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Gemini_Escort|Gemini Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Starseeker_Personal_Shuttle|Starseeker Personal Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[Strelka_CruiseLiner|Strelka Cruise Liner]]&lt;br /&gt;
&lt;br /&gt;
[[Trident_Executive_Shuttle|Trident Executive Shuttle]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds the Executive SpaceWays fleet of ships. Commanders may consult the [[Executive_SpaceWays|Executive SpaceWays Sales Brochure]] for further details.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[External Views OXP|External Views]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Utility. Adds better outside views to all the Classic Elite Ships. Warning: Do '''not''' use with Oolite 1.70 and above! From Oolite 1.70 onwards improved outside views have been added to the game itself, so you don't need this OXP anymore. Just throw it away.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Far_Arm_ships|Far Arm ships]]&lt;br /&gt;
| [[Far_Arm_Sunracer|Sunracer]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Far_Arm_Scow|Scow]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Far_Arm_Tanker|Tanker]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Far_Arm_Corsair|Corsair]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Far_Arm_Dart|Dart]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Far_Arm_Hunter|Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Far_Arm_Cruiser|Cruiser]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Far_Arm_Titan|Titan]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Far_Arm_Manchi_Vulture|Manchi Vulture]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Far_Arm_Manchi_Wasp|Manchi Wasp]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. This OXP adds 10 ships, inspired by [http://en.wikipedia.org/wiki/Space_Rogue Paul Neurath's Space Rogue] to the Ooniverse. There is also a new alien race called the Manchi, who pilot ships of bizarre design. Released under the [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported] License.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Far Star OXP|Far Star]]&lt;br /&gt;
| [[Far_Star_Murderer|Far Star Murderer]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A mid-range fighter / trader, with a fair sized cargo bay.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:Farsun1.03.zip|''Farsun v1.03'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Utility. Places suns further away from the planet than standard Oolite. Now fully compatible with the Nova mission.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/ferdelance_ng.oxp.zip ''Fer de Lance NG'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a more powerful version of the Fer de Lance with several custom paint jobs.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/ferdepai.oxp_.zip ''Ferdepai'']&lt;br /&gt;
| [[Ferdepai]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a new fighter / trader to Galaxy 2.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.msdownload.co.uk/Oolite/FighterHud.zip ''Fighter HUD Mk. II'']&lt;br /&gt;
| [[Fighter_HUD_%28Oolite%29|Fighter HUD]]&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Firewasp.zip ''Firewasp'']&lt;br /&gt;
| [[Firewasp]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A fast interceptor.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[[Flying Dutchman OXP|Flying Dutchman]]''&lt;br /&gt;
| [[Griff Wireframe Cobra]]&lt;br /&gt;
|&lt;br /&gt;
| Feature / Ships. Adds the small chance to meet a ''Ghost Ship'' in the Ooniverse. What is it? Some claim that it's the ghost of Commander Peter Jameson, reported lost at the end of the last Thargoid War, others that it is simply a manifestation of all those lost souls who were trapped in the trackless depths of interstellar space. One common story is the trail of bad luck and hideous deaths that follow in the wake of the ship's sightings...&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[[Freaky Thargoids OXP|Freaky Thargoids]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[shaders in Oolite|Shader]] example, requires Oolite 1.69. With this OXP installed, Thargoids will use the new Shaders.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/shared/e43ftmvqmr ''Free Trade Zone'']&lt;br /&gt;
|&lt;br /&gt;
| [[Free_Trade_Zone|Free Trade Zone]]&lt;br /&gt;
| Stations. Adds an independent trading post of dubious legality to Multi-Government systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/fsr.zip ''Frog Space Rickshaw'']&lt;br /&gt;
| [[Frog_Space_Rickshaw|Frog Space Rickshaw]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a chatty space taxi service to the safer systems.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Fuel_Collector_OXP|Fuel Collector]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. The Fuel Collector enables you to very slowly gather fuel whilst cruising in space, whether en-route to a station, or in interstellar space should a witch-jump malfunction occur. You can also gather any unburnt fuel from destroyed ships as well as tap fuel from derelict or abandoned ships.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Fuel_Station_OXP|Fuel Station]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Station. Adds fly-thru Fuel Stations and Fuel Satellites near the witchpoint and along route one.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.arcadia-digital.net/steve/Oolite/Oolite.html ''Fuel Tank'']&lt;br /&gt;
|[[Fuel Tank]]&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Mounts in place of a missile, to top up 3 light years of fuel.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Galactic_Navy_OXP | Galactic Navy]]&lt;br /&gt;
| [[Navy_Frigate|Navy Frigate]]&lt;br /&gt;
&lt;br /&gt;
[[Navy_Medical_Ship|Navy Medical Ship]]&lt;br /&gt;
&lt;br /&gt;
[[Navy_Minesweeper|Navy Minesweeper]]&lt;br /&gt;
&lt;br /&gt;
[[Navy_Transport|Navy Transport]]&lt;br /&gt;
| [[Navy_SecCom_Station|Navy Sector Command Station]]&lt;br /&gt;
| Ships and Stations. A selection of ships and space stations that adds to the already formidable arsenal of the Galactic Navy. Allows commanders to join the Navy Reserves. Requires the Behemoth OXP.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Gates_OXP|Gates]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Station. Adds short-cut jump gates to suitable systems, speeding journeys between the main station and witchpoint for a fee of only 250Cr.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Generation_Ships_OXP|''Generation Ships'']]&lt;br /&gt;
| [[Generation_Ships_OXP|Generation Ships]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. The mythical Generation Ships appear from time to time.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Globe_station|Globe Station2.0]]&lt;br /&gt;
|&lt;br /&gt;
| [[Globe_station|Globe Station]]&lt;br /&gt;
| Stations. A new type of station appears at advanced systems. (Updated 22/10/2009)&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/greekshipset1.zip ''Greek Ships'']&lt;br /&gt;
| [[Penelope_Class_Freighter|Penelope Class Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Telemachus_Class_Escort|Telemachus Class Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Ulysses_Class_Interceptor|Ulysses Class Interceptor]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large trade ship and escorts. Sometimes also used by pirates.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Griff_ArcElite|Griff ArcElite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. New versions of the native Oolite ships textured &amp;amp; shaded to resemble how they originally appeared in the Acorn Archimedes version of Elite&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Griff_Industries|Griff's Normalmapped Ships]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| This is where you can get your hands on some of the best looking ships for Oolite, using shaders and normal-mapping. See the OXP page for a gallery of all the ships. This OXP requires [http://developer.berlios.de/project/showfiles.php?group_id=3577&amp;amp;release_id=13778 Version 1.71 of Oolite] or higher.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/griffin2.oxp.zip ''Griffin Mk.II]&lt;br /&gt;
| [[Griffin_Two_%28Oolite%29|Griffin Two]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Griffin Mk II from Frontier.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/GrittyCoriolis.oxp.zip ''Gritty Coriolis'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Stations. The Corolis Station gets a more detailed texture.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://wiki.alioth.net/images/2/2d/G-HUD_Mk2.oxp.zip ''G-HUD Mk2'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:halsis.zip|''Hal's Hot Sister'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sound Set, featuring a female cockpit voice.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/boyracers.zip ''Hatchling Boyracers'']&lt;br /&gt;
| [[BoyRacer|Boy Racer]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The talkative (and often insulting) Boyracers appear in the more advanced systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.mediafire.com/file/mm2ekntynom/Hawksound.zip ''Hawksound'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sound Set. Clean sounds. Quality female computer voice, new weapon, damage and some station interface sounds.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/Herald.zip ''Herald'']&lt;br /&gt;
| [[Herald_Military_Gunboat|Herald Military Gunboat]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A powerful police and Navy interceptor.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Hired_Guns_OXP|Hired Guns]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Weapons/Equipment. Gives the chance to agree a contract for a pair of ships to accompany you on your next journey and fight on your behalf alongside you.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/tugs.zip ''Hognose Tugships'']&lt;br /&gt;
| [[Hognose]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The chatty tug ships can be seen towing broken down ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[HoOpy Casino]]&lt;br /&gt;
|&lt;br /&gt;
|[[HoOpy Casino]]&lt;br /&gt;
|Stations. HoOpy Casinos appear near the station in advanced systems. Commanders who chose to dock can win or lose credits in games of chance.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.mediafire.com/?2vgjwpj6xdy ''Hotrods v0.52c''], [http://www.box.net/shared/j2r6frlvq1 ''Hotrods v0.52d'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Classic Elite Ships appear with custom paint jobs. Includes also a large number of custom and standard racing vehicles and a spacegang in tiger-getup that doesn't like the player. A rework, and a new name, for Custom Paints &amp;amp; Racers. Replaces [http://capnhack.com/hosting/oolite/Oolite/OXPs/custpaint1.zip ''Custom Paint Jobs'']&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Hyperradio_js_OXP | Hyperradio v1.17]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. This device gives you the ability to listen to your own music. It is expandable by musicpacks that can be separately installed and compatible to OXPConfig, RepairBots and Snoopers. (Updated 11/02/2010)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Icarus (Oolite)|Icarus]]&lt;br /&gt;
| [[Icarus (Oolite)|Icarus]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Icarus Light Trader from [[Seldar Shipyards]]. A small fighter / trader based on blueprints from the lost Solice system.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/illicit_unlock.oxp.zip ''Illicit Unlock'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Utility. Allows the player to fly all the Classic Elite Ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Imperial_Courier_%28Oolite%29|Imperial Courier]]&lt;br /&gt;
| [[Imperial_Courier_%28Oolite%29|Imperial Courier]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The powerful Imperial Courier from Frontier, constructed by [[Seldar Shipyards]]. Updated from the version on Oosat1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Interstellar help OXP|''Interstellar help'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Allows you to help out some traders who got stuck in interstellar space without fuel. You will be rewarded.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[ionics_OXP|Ionics 1.2.3]]&lt;br /&gt;
| [[Ionics_Funnelweb|Ionics Funnelweb]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Huntsman|Ionics Huntsman]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Redback|Ionics Redback]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Whitetail|Ionics Whitetail]]&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Ionics|Mission]]. A series of missions set in Galaxy 2 featuring the Ionics Company of Zaria. [[Ionics_OXP|More Information here.]] Updated on 7-4-2009. This version is now compatible with multi-mission offering of other OXPs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Ixian_Ships|''Ixian Ships'']]&lt;br /&gt;
| [[Ixian_Battle_Cruiser|Ixian Battle Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Bezerka|Ixian Bezerka]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Freighter_MK1|Ixian Freighter Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Gunship|Ixian Gunship]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_No-Ship_Mark_I|Ixian No-Ship Mk I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A set of ships from Dune. Used by pirates and traders alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/jabberwocky.zip ''Jabberwocky'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the powerful Jabberwocky fighter / trader.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[[JavaScript test OXP|JavaScript test]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Scripting Oolite with JavaScript|JavaScript scripting]] example, requires Oolite 1.68.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/dropbox/kestrel_falcon1_71_0.zip ''Kestrel&amp;amp;Falcon v1.71.0'']&lt;br /&gt;
| [[Kestrel]]&lt;br /&gt;
[[Falcon_%28Oolite%29|Falcon]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a powerful Star Wars style Falcon, used by pirates and traders alike, and an interceptor used by the Police and Navy. Both models are also available on the open market. Improved from the older Kestrel.oxp and Falcon.oxp models, still available from the [http://www.box.net/public/b2tic3tjsk#1:4083657 ''Benulobiweed''] main download area.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Killit_OXP|''Killit'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Weapons. Adds a bunch of insane super weapons.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.crimsonforge.co.uk/cloister/kirin.zip ''Kirin'']&lt;br /&gt;
| [[Kirin]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a heavy military hauler, CV and XM versions used by both pirates and traders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/kleptohud.oxp.zip ''Klepto-HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/lane_legal.zip ''Lane Legal Racers'']&lt;br /&gt;
| [[Krait]]&lt;br /&gt;
&lt;br /&gt;
[[Mamba]]&lt;br /&gt;
&lt;br /&gt;
[[Sidewinder]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds NPC versions of ships from different [[Racers#Listing_of_sponsored_teams|racing teams]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/dropbox/Lave171.zip ''Lave v1.71'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Planets. Gives the Lave System a make-over adding all the features described in The Dark Wheel novella included with the original Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Lave_Academy_OXP|Lave Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Station. Adds the Lave Academy Orbital station above Lave (and now other planets), with three new mini-game tests of the Commanders' ship skills.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:Llama.zip|Llama]]&lt;br /&gt;
| [[Llama]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Llama fighter / trader. Updated from the version of Oosat1 to fix a small bug.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
|[[Localhero_OXP|Localhero v1.05]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Mission. Adds a mission campaign in the first galaxies. (Updated 9.04.2008)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[LongWay_OXP| ''Long Way Around 1.1'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#The_Longway_Mission|Mission]]. A transport mission well suited to the novice in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Longshot.zip ''Longshot'']&lt;br /&gt;
| [[Longshot]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Longshot fighter / trader, regarded by many as a cheaper alternative to the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Lovecats.oxp|''Lovecats 1.2'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Love_Cats|Mission]]. Love and betrayal amongst the feline races of Galaxy 4. A fast ship, fuel injectors, fuel scoops and a hard heart are advised before you tangle with these cats! Version 1.1 missionclash proof.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/mPakRedux.zip ''M-Pack (rusties)'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds rusty versions of all the Classic Elite ships. Bargain basement prices, although these old bangers are in a poor condition compared to a brand new model. Engines may be worn out reducing maximum speeds and shield generators are frequently held together with duck-tape. When you try to trade one of these old rust buckets in at the shipyards, you may also find that the trade-in value is reduced. None the less, they are cheap and can still haul cargo between the stars.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/manta.oxp_.zip ''Manta'']&lt;br /&gt;
| [[Manta]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Manta light escort craft.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/marett_vol1.zip ''Marett Space Corporation'']&lt;br /&gt;
| [[Adder_Mk_II|Adder Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Mosquito_Trader|Mosquito Trader]]&lt;br /&gt;
&lt;br /&gt;
[[Mosquito_Sport|Mosquito Sport]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A collection of fighters and medium traders from Marett Space Corps.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.crimsonforge.co.uk/cloister/MedusaHud.oxp.zip ''Medusa Hud'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/megawalnutdash.oxp.zip ''Mega-Walnut Dashboard'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Merlin'']&lt;br /&gt;
| [[Merlin_%28Oolite%29|Merlin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. An interceptor used by the Police and Navy, but also available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Media:MildAudio.oxp.zip|''MildAudio'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Military_Fiasco|Military Fiasco]]&lt;br /&gt;
| [[Basilisk]]&lt;br /&gt;
&lt;br /&gt;
[[Hydra]]&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]&lt;br /&gt;
&lt;br /&gt;
[[Rattle_Cutter|Rattle Cutter]]&lt;br /&gt;
&lt;br /&gt;
[[Wolf_Mk.2_%28Oolite%29|Wolf Mk II Paragon]]&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Military_Fiasco|Mission]]. A mission for the Navy available to a Commander with more than 1,000 kills. Also equips the Navy with powerful cruisers. Version 2.0 is updated version of the Military OXP over the version on Oosat2. Use this one, as the old version can clash with other Mission OXPs. You must also use the Updated version of [http://oosat.alioth.net/files/Murgh-Xships.zip ''Murgh's X-Ships''] to play this OXP.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/gwxstations.oxp.zip ''Military Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Military_station|Military Station]]&lt;br /&gt;
|Stations. Well armed Military Stations appear in the more advanced systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.msdownload.co.uk/Oolite/stingray.zip ''Military Stingray'']&lt;br /&gt;
| [[Stingray_%28Oolite%29|Stingray]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Military Stingray to the GalCop Navy fleet. Second hand versions are sometimes available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Milspec HUD|Milspec HUD]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD. Adds targeting aids, emphasis on functionality.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Missiles and Bombs|Missiles and Bombs]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. Adds the Cascade stand-off missile, Multiple-warhead anti-Thargoid missile, Frag Mine, Frag Missile, EMP Missile and short-range defence missile to the game. The new weapons are available to the player and NPCs alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Missile_Rack_OXP|Missile Rack]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Weapons. Pylon mounted racks of three mini-missiles. Smaller and less powerful than standard missiles, but effectively triple the available armaments a ship can carry.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/missionaries.zip ''Missionaries v1.1'']&lt;br /&gt;
| [[Happy_Eye_Pulpit_Pod|Happy Eye Pulpit Pod]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Clerics of four faiths are added to the Universe, spamming Commanders with requests to worship their Gods.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/monument.zip ''Monument'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. A monument to famous Commanders can sometimes be seen near the Sun.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/dropbox/morrigan101.zip ''Morrigan'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a vast trade ship to the Universe. (v 1.0.1, Bugfixed december 2009)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds2.zip ''Murgh's Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Murgh_Xships OXP|''Murgh's X-Ships'']]&lt;br /&gt;
| [[Bandy-Bandy]]&lt;br /&gt;
&lt;br /&gt;
[[Chuckwalla]]&lt;br /&gt;
&lt;br /&gt;
[[Eel_Rapier|Eel Rapier]]&lt;br /&gt;
&lt;br /&gt;
[[Taipan]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast courier craft and two light escort ships are added. Updated from the version on Oosat1. You MUST use this version for the [[Military_Fiasco|Military Fiasco]] Mission to run properly!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Navy Starships'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Arms the Navy with powerful cruisers including a docakable Star Trek style Starship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/newships.oxp.zip ''New Ships'']&lt;br /&gt;
| [[Hamadryad]]&lt;br /&gt;
&lt;br /&gt;
[[Josher]]&lt;br /&gt;
&lt;br /&gt;
[[Naga]]&lt;br /&gt;
&lt;br /&gt;
[[Ringhals]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a variety of mining and trade ships seen in previous versions of Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Neolite Ships]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Oolite ships replacement set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/hud_ng.oxp.zip ''NG HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/nuvipers.zip ''Nu Vipers'']&lt;br /&gt;
| [[GalCop_Viper_Mark_II|GalCop Viper Mark II]]&lt;br /&gt;
[[GalCop_Viper_Cruiser|GalCop Viper Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Increases the types of Viper patrol ships appearing in the space lanes and defending Stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Nukes.oxp|Nuclear Torpedos]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Adds some powerful, but slow moving, missiles.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Old Ships]]&lt;br /&gt;
| [[Bushmaster_Miner|Bushmaster Miner]]&lt;br /&gt;
&lt;br /&gt;
[[Cat_%28Oolite%29|Cat (Cougar)]]&lt;br /&gt;
&lt;br /&gt;
[[Chameleon_%28Oolite%29|Chameleon]]&lt;br /&gt;
&lt;br /&gt;
[[Ghavial_%28Oolite%29|Ghavial]]&lt;br /&gt;
&lt;br /&gt;
[[Iguana_%28Oolite%29|Iguana]]&lt;br /&gt;
&lt;br /&gt;
[[Monitor_%28Oolite%29|Monitor]]&lt;br /&gt;
&lt;br /&gt;
[[Ophidian_%28Oolite%29|Ophidian]]&lt;br /&gt;
&lt;br /&gt;
[[Salamander_%28Oolite%29|Salamander]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A collection of ships from ArcElite and Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Oo-Haul]]&lt;br /&gt;
| [[L-Crate_Hauler|L-Crate Hauler]]&lt;br /&gt;
|&lt;br /&gt;
|[[Oolite_Missions#Oo-haul_Escort_Missions|Mission]]. Vast corporate bulk haulers can be seen in the space lanes. Commanders with a respectable Elite rating who chose to dock with a [[Pi-42]] base may also be offered missions to escort one of these haulers safely to its destination. You must also install the [[Your Ad Here!|Your Ad Here!]] OXP for this OXP to work properly.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://wiki.alioth.net/index.php/Image:OoliteItaliano_v1.3.zip ''Oolite Italiano v1.3'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Miscellaneous. First ever Oolite localization OXP. Requires Oolite v1.73 or later.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/shared/ch3lsepk9k ''Oolite Russian v1.0'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Miscellaneous. The second Oolite localization OXP. Requires Oolite v1.72 or later.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Orb]]&lt;br /&gt;
| [[Orb]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a new alien race, which may (or may not) help GalCop in the battle against the Thargoids.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:Orbits.zip|''Orbits'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Utility. Positions planets on orbits around the sun.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Ore_Processor|''Ore Processor'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Ore_Processor|Equipment]]. When mounted to a ships fuel scoop systems extracts valuable materials from asteroid fragments. A must for any Commander working as a miner.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/outrider.zip ''Outrider'']&lt;br /&gt;
| [[Outrider_%28Oolite%29|Outrider]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A medium fighter produced by the [[Taranis Corporation HQ (Oolite)|Taranis Corporation]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[OXPConfig|OXPConfig1.08]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Tools/Utility. This tool gives you the ability to configure several oxps. It changes internal (local) settings of the oxps to enable (or disable) logging or audio functions and special settings to recognize errors or to avoid clashes. (Updated 04/09/2009)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Pallas'']&lt;br /&gt;
| [[Pallas]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast but lightly shielded fighter.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[P.A. Groove Stations OXP]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Stations. Adds lots of different types of Coriolis and Dodec Stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Pelamis.zip ''Pelamis'']&lt;br /&gt;
| [[Pelamis]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Pelamis trade ship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Personalities OXP|''Personalities'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a bunch of unique, well-known personalities to the Ooniverse. Keen to meet yourself in your game (or have others meet yourself in their game)? Submit your own personality in the OXP's thread on the Oolite BBs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Phoenix.zip ''Phoenix'']&lt;br /&gt;
| [[Phoenix]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A strange ship, built from salvaged parts from various Serpent Class ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Pirate Coves OXP|Pirate Coves]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pirate Coves OXP|Pirate Coves]]&lt;br /&gt;
| [[Oolite_Missions#Pirate_Coves|Mission]]. Some rock hermits in the more dangerous systems have been taken over by pirates. Traders coming too close are likely to be assaulted by scrambled pirates keen to relive them of their cargo.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/piratetraps.oxp.zip ''Pirate Traps'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. To combat piracy GalCop sometimes deploys dummies of trade ships. Pirates who fire on them have their details transmitted to the police and face large fines.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Planetfall_OXP|Planetfall]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|System. Allows the player to land on and trade at the planets and moons of each system.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Pods_OXP|Pods]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cargo. Many new varieties of cargo pod, including fuel, missile, bulk, and empty, plus pods which take a couple of goes to scoop, jam in the fuel scoop, explode and even bring a trumble. Designed as a balanced OXP, to add some positives and some negatives to cargo scooping, to give more realism. Those of you who also use the [[UPS_Courier|UPS Courier]] OXP can also [http://www.box.net/shared/sytn2yhpu0 download a little add-on] to the OXP that applies some of the new pods to UPS ones too (UPS Courier needs to be installed for the add-on to work).&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Probe_OXP|Probe]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. A long-range probe missile, flies away from the ship and scans at ranges of 50km and 100km, reporting ships found back to the ship. It then turns around and comes back, ready for fuel scooping and re-use.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/PTI.zip ''Pteradyne Technologies Ships''] - ([http://oosat.alioth.net/files/PTI_bugfix11.zip ''bug fix''])&lt;br /&gt;
| [[Excalibur]]&lt;br /&gt;
[[Paladin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A powerful combat ship, the Excalibur is offered for sale on the open market. The Paladin is the even tougher Military version, although sometimes these ships fall into the wrong hands.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/pcc.oxp.zip ''Python Class Cruiser]&lt;br /&gt;
| [[Python_Class_Cruiser|Python Class Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large powerful trade ship, which can also hold its own in battle.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[[Media:Python_Class_Cruiser.oxp.zip|Python Class Cruiser version 2.6]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| As above, but features [[shaders in Oolite|Shaders]]. Shaders require Oolite 1.69 or later.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/racers.oxp.zip ''Racers'']&lt;br /&gt;
|[[Chicaneer Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Chicaneer Mk IV]]&lt;br /&gt;
&lt;br /&gt;
[[Dragster Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Dragster Mk II]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds dedicated racing ships to the Universe. Although very fast, these ships are pure racers with no cargo bays and light shields. The focus on pure speed makes them ill-suited to combat or trading roles.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Ring_Racer_OXP|Ring Racer]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mission. Corporate Systems Ring Racing League in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[RingPod.oxp|''Racing Rings'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Adds Racing Rings to the Galaxy 1 systems of Lave and Zanoce. Fly through the rings in order and completing the race circuit will transmit the competitors' time.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Random Hits OXP|Random Hits Version 1.3.6 Beta (Updated 5/8/09)]]&lt;br /&gt;
|[[GalMine Hopper|GalMine Hopper]]&lt;br /&gt;
&lt;br /&gt;
[[GalMine AutoMiner|GalMine AutoMiner]]&lt;br /&gt;
&lt;br /&gt;
[[GalMine Cargo Drone|GalMine Cargo Drone]]&lt;br /&gt;
|[[Space Bar|Space Bar]]&lt;br /&gt;
|[[Oolite_Missions#Random_Hits|Missions]] / Ships / Stations / Feature. Adds [[Space Bar|Seedy Space Bars]] to the space lanes of all Anarchy Systems. Commanders who chose to dock with one can view a Bulletin Board displaying details of the local Galaxies Most Wanted Criminals. Large bounties are paid for killing or capturing one of these offenders. Missions are procedurally generated using a database of over 40,000 words creating over one trillion different Bulletin Board Advertisements. Missions are therefore effectively never-ending. This OXP requires [http://developer.berlios.de/project/showfiles.php?group_id=3577&amp;amp;release_id=13778 Version 1.72.2 of Oolite].&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/RoC.oxp.zip ''Remorse of Conscience'']&lt;br /&gt;
| [[Remorse_Of_Conscience_v2|Remorse Of Conscience]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A trade ship with a large hold, that can hold its own in combat. A good upgrade from the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Renegade Pirates OXP|Renegade Pirates V3.0]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships / Feature. Adds rare very well armed pirate versions of Classic Elite ships to the more lawless systems. These pirates carry high bounties, but their multiple lasers and plasma cannons will make mince-meat of a young Jameson. Do not install this OXP until you have an Iron Ass!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/RVandGS.zip ''Renegade Viper + Grass Snake'']&lt;br /&gt;
|[[Renegade Viper]]&lt;br /&gt;
&lt;br /&gt;
[[Grass Snake]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Sometimes even GalCops are victims of crime, finding their Vipers stolen from the docking berth. The joy-rider gives the stolen Viper a new lick of paint and joins a pirate fleet. Large bounties are paid for ridding the space lanes of these thieves. The Grass Snake is a trade ship with a large hold, often used by pirates.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Repair_Bots_OXP|Repair 'Bots]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Equipment. A pylon mounted canister of repair nanobots. These can be activated in-flight, when they scan your ship for damaged equipment and attempt to fix an item of it (a random one if multiple items are found). They are reliable for lower tech items, but as the equipment gets more complicated they sometimes struggle. But if all else fails, buy, try and fly again...&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[RegistrationID|Registration ID]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Flavour. All Oolite standard ships now have ID tags.. You need at least Oolite 1.73 and a Graphics card capable of running shaders on a full setting..&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Rock Hermit Locator]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Equipment. The Rock Hermit Locator is a piece of equipment for your ship to locate Rock Hermits. Useful for miners and Traders.. You need to already have bought the advanced space compass that works in tandem with the RHL (&amp;quot;Rock Hermit Locator&amp;quot;).&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.arcadia-digital.net/steve/Oolite/Oolite.html ''Saleza Aeronautics'']&lt;br /&gt;
| [[Bellatrix_Cruiser|Bellatrix Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Rigel_Bomber|Rigel Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[Saiph_Interceptor|Saiph Interceptor]]&lt;br /&gt;
|&lt;br /&gt;
|Ships / Feature. High Tech Corporate States gain their own patrol craft. Some of these ships are also available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [http://www.box.net/shared/mcmeur2axl''Santa''] - ([http://oosat.alioth.net/files/Santa.zip alternative lo-end version])&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Just for fun adds a (very rare) Santa Sledge to the space lanes escorted by plasma gun toting reindeer space bikers!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Save_Anywhere|Save Anywhere]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Save Anywhere allows you to save your game at any OXP Station, instead of only at Main Stations, as in the standard game.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Media:BlackBaron1.70.zip|''Scourge of the Black Baron v1.70'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#The_Scourge_of_the_Black_Baron|Mission]]. A sequel to the [http://capnhack.com/hosting/oolite/Oolite/OXPs/longway.oxp.zip ''Long Way Around''] mission, featuring combat and transport missions. Well suited to a relative novice in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Second_Wave_OXP|Second Wave]]&lt;br /&gt;
| A variety of new alien ship variants.&lt;br /&gt;
|&lt;br /&gt;
| Ships. Some new variants on the standard Thargoid Warship and Thargon Robot Fighter.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/s-ships1.zip ''Selezen's S-Ships'']&lt;br /&gt;
| [[GalCop_SWAT_Viper|GalCop SWAT Viper]]&lt;br /&gt;
&lt;br /&gt;
[[Oresrian_Trader|Oresrian Trader]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. In response to increasing piracy GalCop has introduced the SWAT Viper, a beefed up version of the standard Viper. Also adds the peaceful Oresrian Trader.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Sell equipment OXP|''Sell Equipment'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature / Equipment. Allows you to resell all equipment you bought at an equipment store of suitable techlevel. For a small fee you purchase the &amp;quot;Sell xyz&amp;quot;-option, and are refunded 60 per cent of the original price.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[[Shady Cobra OXP|Shady Cobra]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. A [[shaders in Oolite|Shader]] example (requires Oolite 1.69 or later). Replaces the normal model for the Cobra Mk III with one featuring the new Shaders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/All-Stars_0.zip ''Skrounk All-Stars Limited'']&lt;br /&gt;
| [[All_Stars_Large_Freighter|All Stars Large Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Seymour_Class_Sled|Seymour Class Sled]]&lt;br /&gt;
&lt;br /&gt;
[[Starbelly_Class_Sled|Starbelly Class Sled]]&lt;br /&gt;
&lt;br /&gt;
[[Starhawk|Star Hawk]]&lt;br /&gt;
&lt;br /&gt;
[[Starwolf_Mark_I|Starwolf Mk I]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A set of ships featuring a large trade ship and a variety of fighters and escorts.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/snark.zip ''Snark'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. The Snark is a powerful fighter / trader, often used by pirates and bounty hunters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Snoopers|Snoopers2.0]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature. The galactic news network. Updated 05/02/2010&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Spearhead.zip ''Spearhead Interceptor Mk.I'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. A pure fighter, fast and nippy but with a weak shield, no cargo bay and can be a twitchy bird to fly. Often used as an escort or part of a pirate fleet acting in a hit an run role.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Spy_Hunter_OXP|''Spy Hunter'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Spyhunter|Mission]]. A mission for the Galactic Navy available to a Commander with a rating of 'Dangerous' or above. Spys from the Empire sometimes infiltrate GalCop space. Commanders wishing to volunteer for hunting duties should visit the Navy base at Inines in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/StarWars.zip ''Star Wars Ships'']&lt;br /&gt;
| [[A-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[B-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[Lambdashuttle|Lambda Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[Tie-Fighter]]&lt;br /&gt;
&lt;br /&gt;
[[Tie-Interceptor]]&lt;br /&gt;
&lt;br /&gt;
[[X-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[Y-Wing]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a set of ships from the Star Wars Universe to Oolite. Tie Fighters are occasionally used by GalCop to support Viper patrols, but all ships are available on the open market and may be used by traders, pirates and bounty hunters alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Status Quo Q-bomb OXP|''Status Quo Q-bomb'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Changes the behaviour of Q-bombs according to the [[Status Quo]] novel. They don't detonate in gravity wells, like close to planets or suns.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[http://www.box.net/shared/static/9cwp2jk84o.zip Sung's Detailed Textures]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Replacement textures for all Classic Elite Ships. The author's web-site no longer has a link to his textures. The link will download them directly from Lestradae's hosting site.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[http://www.box.net/shared/535vddgddh Sung's Detailed Textures (Shader Version)]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Same as the above oxp, only now with shader support. Normal maps &amp;amp; Effects maps by ADCK. (Includes shaders which require Oolite 1.69 or later)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/sunskimmers.zip ''Sunskimmers'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Normally in Oolite ships tend to stick to the space lanes and so are rarely encountered on the way to the Sun. This OXP adds ships to the sun / planet corridor increasing the chance of meeting other ships whilst sun-skimming.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.mediafire.com/?sharekey=ca166c7e38ef78c6e7c82ed4b8f0c380e04e75f6e8ebb871 ''S.T.E'']&lt;br /&gt;
| [[S.T.E]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The S.T.E addon ship a step up from the Cobra III improved trading capabilities also has increased speed over Cobra, is also available in 3 colour options blue, red and yellow.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[SuperCobra]]&lt;br /&gt;
| [[SuperCobra]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The awesome Super Cobra. A beefed up version of the Cobra Mk III featuring larger engines, more cargo space and stronger shields.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Swift'']&lt;br /&gt;
| [[Swift]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. As the name implies, a very fast ship often used by pirates or bounty hunters. Although fast, cargo space is limited and the shield is nominal.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.msdownload.co.uk/Oolite/system_redux.zip ''System Redux'']&lt;br /&gt;
| [[System_Redux_%28Oolite%29|System Redux]]&lt;br /&gt;
|&lt;br /&gt;
|Texture the home planet, add a planet/moon combination to each system.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Taranis_OXP|''Taranis Corporation HQ'']]&lt;br /&gt;
|&lt;br /&gt;
| [[Taranis_Corporation_HQ_%28Oolite%29|Taranis Corporation HQ]]&lt;br /&gt;
| [[Oolite_Missions#Taranis|Mission]]. Adds the vast orbital [[Taranis_Corporation_HQ_%28Oolite%29|Taranis Corporation HQ]] to the Lerelace system in Galaxy 1. A mission is also available for law abiding Commanders with a rating of Competent or better. You must also have the [http://oosat.alioth.net/files/outrider.zip ''Outrider''] OXP installed for this OXP to work properly.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Target_Autolock_OXP|Target Autolock]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Equipment. A software update for the standard [[Scanner_Targeting_Enhancement|scanner targeting enhancement]] equipment that automatically locks onto attacking ships if you have no prior target selected.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/Shield-tail.zip ''Teretrurus Mk.I'']&lt;br /&gt;
| [[Teretrurus Mk.I|Teretrurus MK.I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader somewhat faster and tougher than the Cobra Mk III, but with a smaller cargo bay.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Terrapin.zip ''Terrapin Trader'']&lt;br /&gt;
| [[Terrapin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader. A good upgrade from the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Tescoura.zip ''Tesoura'']&lt;br /&gt;
| [[Tesoura]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A slow, but well shielded trade ship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Thargoid_CarrierV1.zip ''Thargoid Carrier'']&lt;br /&gt;
| [[Thargoid_Carrier|Thargoid Carrier]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Arms the Thargoids with a vast carrier capital vessel. Many OXPs increase the fire-power available to the GalCop Navy. If you chose to play with these OXPs installed, then you should really give the Bugs a chance and allow them access to this mighty craft!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Thargoid_Wars|Thargoid Wars V4.4 (Updated)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#ThargoidWars|Mission]]. War with the Thargoids intensifies featuring new attack and defense missions. To avoid young Jamesons being out-gunned, the OXP missions will run in all Galaxies except Galaxy 1. Updated from the version on Oosat1. It is important that you use the updated version as the old version will clash with many other missions.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Thargorn_Threat_oxp|''Thargorn Threat v1.3 (updated)'']]&lt;br /&gt;
| [[Terroriser_Frigate|Terroriser Frigate]]&lt;br /&gt;
&lt;br /&gt;
[[Thargoid_Thargorn_Battleship|Thargoid Thargorn Battleship]]&lt;br /&gt;
&lt;br /&gt;
[[Thargoid_Thorgon_Cruiser|Thargoid Thorgon Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Redresses the game imbalance caused by the number of OXPs arming the Navy with warships. These Thargoid craft are very powerful and re-establish the Thargoid's place as a threat to mankind. Best played with the Behemoth OXP installed, for epic space battles.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.wagar.org.uk/downloads/software/oolite/Tianve1.3.zip''Tianve'']&lt;br /&gt;
|&lt;br /&gt;
|[[Navy Station]]&lt;br /&gt;
|Planets / Stations. Adds scenery, including a pulsar, to the Galaxy 1 system of Tianve. A Station orbits the pulsar and fleets of pleasure liners can be seen taking tourists on flights around the pulsar. There are various adverts in the system, along with two extra 'space lanes', one between the planet and the pulsar and another between the pulsar and the witchpoint.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Tiger.zip ''Tiger'']&lt;br /&gt;
| [[Tiger_Mark_I|Tiger Mark I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A truly awesome (and very expensive) multi-role craft.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/TGY.zip ''Tionisla Orbital Graveyard]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Adds the graveyard to the Galaxy 1 system of Tionisla, as described in the Dark Wheel. Long dead Commanders are buried in their rusting ships amongst monuments, Stars of David, Crucifixes and other religious symbols. Security patrols will make short work of any Commander foolish enough to desecrate the tombs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/tori.zip ''Torus Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Torus_station|Torus Station]]&lt;br /&gt;
|Stations. Adds a vast 2001 style space station to very high tech level systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Total_patrol_OXP|''Total patrol'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Replaces the default police AIs with a totalPatrolAI which lets police ships patrol between all three major points of the system: planet, witchpoint and sun.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/shared/eil0djqhca ''Trade Outpost v1.1'']&lt;br /&gt;
|&lt;br /&gt;
| [[Trader_Outpost_%28Oolite%29|Trade Outpost]]&lt;br /&gt;
|Griff trade outpost without ads.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Traffic_Control_OXP|Traffic Control]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Station upgrade. Adds traffic control personnel to each system main station. They are happy to talk new Commanders (and older ones who've got too reliant on Docking Computers and then lost them) through approaching and manual docking with the station. There's even a cheery goodbye when you leave, just don't dawdle and block the station approach lane!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Trans-Hab.zip ''Trans-Hab Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Transhab_station|Transhab Station]]&lt;br /&gt;
|Stations. Adds a large station with rotating arms to some medium tech level systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Transports]]&lt;br /&gt;
| [[CoachWhip]]&lt;br /&gt;
&lt;br /&gt;
[[Coral]]&lt;br /&gt;
&lt;br /&gt;
[[Woma]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds more variety to the game. Passenger liners can be seen in the space lanes of the safer systems transporting paying customers to their destinations. Also features Moray Transporters and Large Woma fuel tankers to bring much needed supplies and fuel to space stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Trident_Down|Trident Down]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Trident_Down|Mission]]. A series of missions set in Galaxy 4 involving the investigation of a vicious attack on an Trident Shuttle operated by [[Executive_SpaceWays|Executive SpaceWays]].&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[UPS_Courier|U.P.S. Courier]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Oolite_Missions#UPS_Courier_Company|Mission]] / Feature. The UPS Courier service will randomly offer Commanders the option of taking goods or documents from system to system. Some say experienced Couriers may also be offered combat missions.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/UrutaMK3.zip ''Urutu Mk.III'']&lt;br /&gt;
| [[Urutu_Mk.III|Urutu Mk III]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader from Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/UrutaMK4.zip ''Urutu Mk.IV'']&lt;br /&gt;
| [[Urutu_Mk.IV|Urutu Mk IV]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader from Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.purgatori.net/Isis_Interstellar.htm ''Vampire'']&lt;br /&gt;
| [http://www.purgatori.net/Isis_Interstellar.htm Vampire]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Purgatori Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs. A Military version is used by the police, but several civilian versions of the ship are also available on the open market. Clicking the download link will take you to the sales brochure, where you can inspect further particulars and download the OXP.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Vector_OXP|Vector1.3]]&lt;br /&gt;
| Vector&lt;br /&gt;
|&lt;br /&gt;
|Mission/Ships. Fast, rare and expensive. And some small surprises - So dive in and have a good time (Updated 31.08.2009)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Velocity_OXP|Velocity]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast fighter ship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Venom]]&lt;br /&gt;
| [[Venom]]&lt;br /&gt;
[[Venom|Venom Renegade]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. From Isis Interstellar who previously also made the [http://www.purgatori.net/Isis_Interstellar.htm Vampire]. This ship also provides three extra HUDs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/weeviloid2.zip ''Weeviloid'']&lt;br /&gt;
| [[Weeviloid_Hunter|Weeviloid Hunter]]&lt;br /&gt;
[[Weeviloid_Scoutship|Weeviloid Scoutship]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The scout-ship is a light trade ship. The hunter is a fearsome multi-gunned war ship. Little is known about the Weeviloids and many Commanders meeting them have found them hostile.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds.zip ''Wiggy's Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Welcome_Mat_OXP|Welcome Mat]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Misc. Software upgrade for the communications systems to expand the information given to the commander on arrival from witchspace into a new system. Augments the system name message with planetary biographical details via the buoy network, plus the latest safety and alien presence information from Galcop. Also fully compatible with [[OXPConfig|OXPConfig]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/shared/vhho2av2az ''Wolf Mk.II v3.3]&lt;br /&gt;
| [[Wolf_Mk.2_%28Oolite%29|Wolf Mk II]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the powerful Wolf Mk II, as seen in Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Media:Wolfs_variants.zip|''Wolfwood's Variants v1.5'']]&lt;br /&gt;
| [[Asp_Mk.I|Asp Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Courier|Cobra Courier]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Rapier|Cobra Rapier]]&lt;br /&gt;
&lt;br /&gt;
[[Drake]]&lt;br /&gt;
&lt;br /&gt;
[[Drake_Mk_II|Drake Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Wolf Mk I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large selection of traders and fighters based on models seen in Classic versions of Elite. The ships strive to be on the same level with original ships and not too powerful in comparison to them. Tested on Oolite v1.70.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds3.zip ''Xaotik's Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Your Ad Here!]]&lt;br /&gt;
| [[Pi-42 security|Sidewinder Pi-42 Security]]&lt;br /&gt;
&lt;br /&gt;
[[Tescoo security|Sidewinder Tescoo Security]]&lt;br /&gt;
&lt;br /&gt;
[[Star security|Sidewinder Star Security]]&lt;br /&gt;
&lt;br /&gt;
[[Mall Wart security|Sidewinder Mall Wart Security]]&lt;br /&gt;
&lt;br /&gt;
[[Sainsboory's security|Sidewinder Sainsboory's Security]]&lt;br /&gt;
| [[Pi-42]]&lt;br /&gt;
&lt;br /&gt;
[[Tescoo_Oxpress|Tescoo Oxpress]]&lt;br /&gt;
&lt;br /&gt;
[[Star]]&lt;br /&gt;
&lt;br /&gt;
[[Mall Wart]]&lt;br /&gt;
&lt;br /&gt;
[[Sainsboory's]]&lt;br /&gt;
&lt;br /&gt;
|Feature. This OXP adds a lot of variety to the Universe. Witch-point and navigation beacons are replaced with giant bill boards displaying adverts.&lt;br /&gt;
Every set features 50 different adverts and also adds a different type of constore to the universe (Set A introduces the Pi-42 constore, Set B the Tescoo Ooxpress constore etc). A constore is a dockable commercial base which is added to the space lanes of most systems with a large population.&lt;br /&gt;
Also from version 4 and above of this oxp each constore has its own security force, the ships of which are skinned in the colours of the store they protect, and billboards will occasionally appear in asteroid fields of Corporate Systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==All OXPs by Category==&lt;br /&gt;
&lt;br /&gt;
===Sound Sets===&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/E5Amigasoundpack01oxp.zip ''Amiga Replament Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/CustomSounds.zip ''Custom Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:halsis.zip|Hal's Hot Sister]] (female cockpit voice)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.mediafire.com/file/mm2ekntynom/Hawksound.zip ''Hawksound'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds2.zip ''Murgh's Replacement Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds.zip ''Wiggy's Replacement Sounds]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds3.zip ''Xaotik's Replacement Sounds''] (= [[Media:MildAudio.oxp.zip|MildAudio]])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/shared/edl1p4lm3o ''Combined Murgh, Wiggy &amp;amp; Xaotik's sounds''] (Needs oolite 1.73+)&lt;br /&gt;
&lt;br /&gt;
===Alternative HUDs===&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/pLists/hud.plist ''Compact HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.jblythe.f9.co.uk/Deepspace/Download/DeepspaceHUD_OXP.zip ''Deepspace HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/Dr_HUD_Cmk3.zip Dr HUD Cobra Mk.III version], [http://sancho.dk/oolite/Dr_HUD.zip Custom version]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/FighterHud.zip ''Fighter HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/images/2/2d/G-HUD_Mk2.oxp.zip ''G-HUD Mk2'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/kleptohud.oxp.zip ''Klepto-HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.crimsonforge.co.uk/cloister/MedusaHud.oxp.zip ''Medusa HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/megawalnutdash.oxp.zip ''Mega-Walnut Dashboard'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/MilHUDv2.zip ''Milspec HUD v2''] (1.65-1.72) |&lt;br /&gt;
[http://www.box.net/shared/hczsm8gyi0 ''Milspec HUD v3''] (for 1.73 onwards)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/hud_ng.oxp.zip ''NG HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/images/d/d9/TrekHud.zip ''Trek HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[HUD images here]]&lt;br /&gt;
&lt;br /&gt;
===Dockable Objects===&lt;br /&gt;
[[Anarchies OXP|Anarchies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aquatics_OXP|Aquatics]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Assassins Guild OXP|Assassins Guild V1.3]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baakili_Far_Trader|Baakili Far Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Black_Monk_Monastary|Bank of the Black Monks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BuoyRepair|BuoyRepair1.02.5]] - Updated (7/10/2009)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deep Space Dredger|Deep Space Dredger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.mediafire.com/?dnzltr0cit5 ''Free Trade Zone'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fuel_Station_OXP|Fuel Station]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Globe_station|Globestation2.0]] (Updated 22/10/2009)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/GrittyCoriolis.oxp.zip ''Gritty Coriolis'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[HoOpy Casino]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lave_Academy_OXP|Lave Academy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/gwxstations.oxp.zip ''Military Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Planetfall_OXP|Planetfall]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Random Hits OXP|Random Hits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/tori.zip ''Torus Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Trans-Hab.zip ''Trans-Hab Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/shared/eil0djqhca ''Trade Outpost v1.1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Taranis.zip ''Taranis Corporation HQ'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[P.A. Groove Stations OXP]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Your Ad Here!]]&amp;lt;br&amp;gt;&lt;br /&gt;
More information on the Station images appearing in Oolite can be found [[Oolite Stations|here]].&lt;br /&gt;
&lt;br /&gt;
[[Dockable Object images here]]&lt;br /&gt;
&lt;br /&gt;
===Customisations by Government (or Tech Level)===&lt;br /&gt;
[[Anarchies OXP|Anarchies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BuoyRepair|BuoyRepair1.02.5]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Commies|Commies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[DeepSpacePirates|DeepSpacePirates]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.arcadia-digital.net/steve/Oolite/Oolite.html ''Dictators'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Feudal_States|The Feudal States]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Random Hits OXP|Random Hits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Snoopers|Snoopers2.0]] (Updated 05/02/2010)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other System Objects===&lt;br /&gt;
[[The Assassins Guild OXP|Assassins Guild V1.3]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Diso.zip ''Diso'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fuel_Station_OXP|Fuel Station]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.mediafire.com/?zahdnac0tj1 ''Lave v1.70'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lave_Academy_OXP|Lave Academy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pirate Coves OXP|Pirate Coves]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/piratetraps.oxp.zip ''Pirate Traps'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/shared/b2tic3tjsk#1:3775170:31020120 ''Planets'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[RingPod.oxp|Racing Rings]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ring_Racer_OXP|Ring Racer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.wagar.org.uk/downloads/software/oolite/Tianve1.3.zip''Tianve'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/TGY.zip ''Tionisla Orbital Graveyard]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Traffic_Control_OXP|Traffic Control]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Your Ad Here!]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
[[Aquatics_OXP|Aquatics]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Assassins Guild OXP|Assassins Guild V1.3]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Asteroid_Storm|Asteroid Storm 1.52]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BlackjacksBullion_OXP|Blackjacks Bullion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cataclysm_OXP|Cataclysm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deposed_OXP|Deposed 1.3.4]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ionics_OXP|Ionics v.1.2.3]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lave_Academy_OXP|Lave Academy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Localhero OXP|Localhero v1.05]]&amp;amp;nbsp;&amp;amp;nbsp;(Updated 27.04.2008)&amp;lt;br&amp;gt;&lt;br /&gt;
[[LongWay_OXP|Long Way Around 1.1]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lovecats.oxp|Lovecats 1.2]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Military_Fiasco|Military Fiasco V2.3]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oo-Haul]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Random Hits OXP|Random Hits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:BlackBaron1.70.zip| ''Scourge of the Black Baron v1.70'']]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spy_Hunter_OXP|Spy Hunter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Taranis_OXP|Taranis Corporation HQ]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thargoid_Wars|Thargoid Wars V4.4 (Updated)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Trident_Down|Trident Down]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UPS_Courier|U.P.S. Courier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vector_OXP|Vector1.3]]&amp;amp;nbsp;&amp;amp;nbsp;(Updated 31.08.2009)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on the numerous Oolite Missions can be found [[Oolite Missions|here]].&lt;br /&gt;
&lt;br /&gt;
===Ship Systems===&lt;br /&gt;
[[Anarchies OXP|Anarchies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[AMS_OXP|Anti-Missile System]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Assassins Guild OXP|Assassins Guild V1.3]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Captured_Thargons_OXP|Captured Thargons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drones_OXP|Drones]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/External%20Views.zip ''External Views'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Energy_Equipment_OXP|Energy Equipment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fuel Tank|Fuel Tank]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hired_Guns_OXP|Hired Guns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hyperradio_js_OXP|Hyperradio v1.17]]&amp;amp;nbsp;&amp;amp;nbsp;(Updated 11/02/2010)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Killit_OXP|''Killit™'' insta-death super weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missile Analyser|Missile Analyser]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Misjump Analyser|Misjump Analyser]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missiles and Bombs|Missiles and Bombs]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missile_Rack_OXP|Missile Rack]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nukes.oxp|Nuclear Torpedos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ore_Processor|Ore Processor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Probe_OXP|Probe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Repair_Bots_OXP|Repair 'Bots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rock_Hermit_Locator|Rock Hermit Locator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sell equipment OXP|Sell equipment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Status Quo Q-bomb OXP|Status Quo Q-bomb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Target_Autolock_OXP|Target Autolock]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Target Reticle|Target Reticle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Welcome_Mat_OXP|Welcome Mat]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ships and Ship Variants===&lt;br /&gt;
See below for ship names and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Aegidian's_Specials|Aegidian's Specials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aegidian's_X-Ships|Aegidian's X-Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://uploading.com/files/CTQ4YDB4/Blitzspear%20Clan.rar.html''Amen Brick's Pirate Clan One: The Blitzspears v1.0 (new 07/08)'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.uploading.com/files/QERHQBAE/Amen_Bricks_Megaships.oxp.zip.html''Amen Brick's Megaships v1.1 (new 07/08)'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Anarchies OXP|Anarchies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/aphidv2.oxp_.zip ''Aphid Escort Service'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aquatics_OXP|Aquatics]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/att1.zip ''Armoured Transport Type 1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/bandersnatch.zip ''Bandersnatch'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baakili_Far_Trader|Baakili Far Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Behemoth]]&amp;lt;br&amp;gt;&lt;br /&gt;
''[http://www.box.net/shared/nv87fgfyf2 Behemoths - Shadered (By ADCK)]''(Includes shaders which require Oolite 1.69 or later)&amp;lt;br&amp;gt;&lt;br /&gt;
[[BigShips_OXP|Big Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:BoomslangWIP.zip|''Boomslang'']]&amp;lt;br&amp;gt;&lt;br /&gt;
''[http://www.box.net/shared/sxcsfa47hf Bulk Haulers (By ADCK)]''(Requires [[BigShips_OXP|Big Ships]] and Includes shaders which require Oolite 1.69 or later)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Caduceus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/seosu.zip ''Capisastra'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/clearskies.oxp_.zip ''Clear Skies'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ChoppedCobra.zip ''Cobra 3.5 (chopped Cobra)'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cobra_Clipper_SAR|Cobra Clipper SAR]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/cobra3njx.zip ''Cobra Mk.III Njx'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Condor'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/custpaint1.zip ''Custom Paint Jobs'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/dwcobra3HiRes.zip ''Dark Wheel Cobra''] - ([http://oosat.alioth.net/files/dwcobra3.zip alternative lo-end version])&amp;lt;br&amp;gt;&lt;br /&gt;
[[DeepSpacePirates|DeepSpacePirates]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deepspace_Ships|Deepspace Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dragon|Dragon Assault Craft (Updated 9/8/08)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/eagle2.zip ''Eagle Mk.II'']&amp;lt;br&amp;gt;&lt;br /&gt;
''[http://www.box.net/shared/xkltqit3oj Eagles Mk's I to IV (by ADCK)]'' (Includes shaders which require Oolite 1.69 or later)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.arcadia-digital.net/steve/Oolite/Ships/Executive%20SpaceWays%20v2.2.zip ''Executive Spaceways'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Far_Arm_ships|Far Arm ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/farstar.oxp.zip ''Far Star'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/ferdelance_ng.oxp.zip ''Fer de Lance NG'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ferdepai.oxp_.zip ''Ferdepai'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Firewasp.zip ''Firewasp'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Flying Dutchman OXP|Flying Dutchman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Freaky Thargoids OXP|Freaky Thargoids]] ([[shaders in Oolite|shader]] example, requires Oolite 1.69 or later)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/fsr.zip ''Frog Space Rickshaw'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Galactic_Navy_OXP|Galactic Navy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Generation_Ships_OXP|Generation Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/greekshipset1.zip ''Greek Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Griff_ArcElite|Griff ArcElite Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/griffin2.oxp.zip ''Griffin Mk.II]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Griff_Krait|Griff Krait]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/boyracers.zip ''Hatchling Boyracers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/Herald.zip ''Herald'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/tugs.zip ''Hognose Tugships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.mediafire.com/?2vgjwpj6xdy ''Hotrods v0.52c''], [http://www.box.net/shared/j2r6frlvq1 ''Hotrods v0.52d'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/index.php/Icarus_%28Oolite%29 ''Icarus'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/illicit_unlock.oxp.zip ''Illicit Unlock'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/impcourier.zip ''Imperial Courier'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Interstellar help OXP|Interstellar Help]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ixian_Ships|Ixian Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/jabberwocky.zip ''Jabberwocky'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/dropbox/kestrel_falcon1_71_0.zip ''Kestrel&amp;amp;Falcon v1.71.0'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.crimsonforge.co.uk/cloister/kirin.zip ''Kirin'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/lane_legal.zip ''Lane Legal Racers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:Llama.zip|''Llama'']]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Longshot.zip ''Longshot'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/mPakRedux.zip ''M-Pack (rusties)'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/manta.oxp_.zip ''Manta'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/marett_vol1.zip ''Marett Space Corporation'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Merlin'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/missionaries.zip ''Missionaries v1.1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/monument.zip ''Monument'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/dropbox/morrigan101.zip ''Morrigan'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Murgh_Xships OXP|Murgh's X-Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Navy Starships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/newships.oxp.zip ''New Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Neolite Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/nuvipers.zip ''Nu Vipers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Old Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/outrider.zip ''Outrider'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Pallas'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Pelamis.zip ''Pelamis'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Personalities OXP|Personalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Phoenix.zip ''Phoenix'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/PTI.zip ''Pteradyne Technologies Ships''] - ([http://oosat.alioth.net/files/PTI_bugfix11.zip ''bug fix''])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/pcc.oxp.zip ''Python Class Cruiser]&amp;lt;br&amp;gt;&lt;br /&gt;
''[[Media:Python Class Cruiser.oxp.zip|Python Class Cruiser version 2.6]]'' (Includes shaders which require Oolite 1.69 or later)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/racers.oxp.zip ''Racers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/RoC.oxp.zip ''Remorse of Conscience'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/RenegadesV3.zip ''Renegade Pirates''] (Wait until you have an Iron Ass before installing this OXP!)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/RVandGS.zip ''Renegade Viper + Grass Snake]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Saleza%20Aeronautics%20v2.0.zip ''Saleza Aeronautics'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/santa_v2.zip ''Santa''] - ([http://oosat.alioth.net/files/Santa.zip alternative lo-end version])&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second_Wave_OXP|Second Wave]] &amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/s-ships1.zip ''Selezen's S-Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shady Cobra OXP|Shady Cobra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/All-Stars_0.zip ''Skrounk All-Stars Limited'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/snark.zip ''Snark'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Spearhead.zip ''Spearhead Interceptor Mk.I'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/StarWars.zip ''Star Wars Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/shared/static/9cwp2jk84o.zip ''Sung's Detailed Texture''s]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/shared/535vddgddh ''Sung's Detailed Textures (Shader Version)''] (Includes shaders which require Oolite 1.69 or later)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/sunskimmers.zip ''Sunskimmers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[SuperCobra|Super Cobra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Swift'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/Shield-tail.zip ''Teretrurus Mk.I'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Terrapin.zip ''Terrapin Trader'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Tescoura.zip ''Tesoura'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Thargoid_CarrierV1.zip ''Thargoid Carrier'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thargorn_Threat_oxp|Thargorn Threat v1.3 (updated)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Tiger.zip ''Tiger'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Transports|Transports]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/tugs.zip ''Tugs'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/UrutaMK3.zip ''Urutu Mk.III'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/UrutaMK4.zip ''Urutu Mk.IV'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.purgatori.net/Isis_Interstellar.htm ''Vampire'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Velocity_OXP|Velocity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vector_OXP|Vector1.3]]&amp;amp;nbsp;&amp;amp;nbsp;(Updated 31.08.2009)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Venom|Venom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/weeviloid2.zip ''Weeviloid'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/shared/vhho2av2az ''Wolf Mk.II v3.3]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/images/0/06/Wolfs_variants.zip ''Wolfwood's Variants v1.5'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ship data table|Ship data table here]]&amp;lt;br&amp;gt;&lt;br /&gt;
More information on the Ships appearing in Oolite can be found [[Oolite Ships|here]].&lt;br /&gt;
&lt;br /&gt;
[[Ships and Ship Variant images here]]&lt;br /&gt;
&lt;br /&gt;
=== Other objects and miscellaneous eyecandy ===&lt;br /&gt;
[[Asteroid_Storm|Asteroid Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cargo_Wreck_Teaser_OXP|Cargo &amp;amp; Wrecks v1.4]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Famous Planets OXP|Famous_planets_oxp and FP Expansion packs]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Famous_Planets_2.0.OXP]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:Farsun1.03.zip|''Farsun v1.03'']]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hyperradio_js_OXP|Hyperradio v1.17]]&amp;amp;nbsp;&amp;amp;nbsp;(Updated 11/02/2010)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://marc-schaffer.ch/data/OoliteGerman_V0.3.zip Oolite German v0.3]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:OoliteItaliano_v1.3.zip|''Oolite Italiano v1.3'']]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/shared/ch3lsepk9k Oolite Russian v1.0]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/shared/rrlm77ztzm Oolite en français]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:Orbits.zip|''Orbits'']]&amp;lt;br&amp;gt;&lt;br /&gt;
[[OXPConfig|OXPConfig1.08]]&amp;amp;nbsp;&amp;amp;nbsp;(Updated 04/09/2009)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pods_OXP|Pods]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pods_OXP#UPS_PODS|Pods UPS Pack]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Snoopers|Snoopers2.0]] (Updated 05/02/2010)&amp;lt;br&amp;gt;&lt;br /&gt;
[[RegistrationID|Registration ID ]]&lt;br /&gt;
&lt;br /&gt;
== Installing an OXP ==&lt;br /&gt;
Unzip the OXP and place it in the folder named '''AddOns'''. Sometimes the zipped files contain several folders, make sure you only copy the folder -or file for Macintoshes- ending with '''.oxp''' into the AddOns folder. This folder is found in different locations, depending on the platform:&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
Found in the folder that contains the Oolite application.&lt;br /&gt;
&lt;br /&gt;
'''Troubleshooting:''' If you get an error saying &amp;quot;The item could not be moved because &amp;quot;AddOns&amp;quot; cannot be modified&amp;quot;, that can happen if you weren't the user that installed Oolite.&lt;br /&gt;
The solution is to put the OXP's of your choice in '''~/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/''' instead (you may need to create this folder).&lt;br /&gt;
The error could also be triggered because you’re running from the disk image, you’ll need to copy the game somewhere else. Having done so, if you still get the error, use the Get Info command on the AddOns folder, open the Ownership &amp;amp; Permissions pane and check that it says You Can: Read &amp;amp; Write.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
The OXP directory can be found in '''$HOME/.Oolite/AddOns.''' for all current versions of OOlite&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
If the installable package was used (post Jan 06) then the AddOns folder needs to be created in '''C:\Programs Files\Oolite'''. Note that this applies if the default installation location is used. If the install location is changed then use the path to the Oolite folder that corresponds to your installation.&lt;br /&gt;
If the GNUStep dedicated versions (pre-Jan 2006) is used, then the AddOns folder must be created in the oolite.app folder.&lt;br /&gt;
&lt;br /&gt;
After unzipping the file, make sure that it is ''the'' OXP folder that put into the AddOns directory - some zipped OXPs can contain a top level folder with a readMe file, and the actual OXP folder is a level further down. If this is the case, move the item with the '''.oxp''' extension into the AddOns folder.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
If you purchase a ship that is an OXP ship and save the game, you will only be able to load that commander as long as this OXP is installed in AddOns. If it's not, Oolite will give you an error instead of trying to load the commander.&lt;br /&gt;
&lt;br /&gt;
== Creating an OXP ==&lt;br /&gt;
It is intended to be easy to create expansion packs. With a few simple [[List_of_software|tools]], a player can make small or big changes, and customize the gaming experience.&lt;br /&gt;
&lt;br /&gt;
* [[OXP howto|How to make OXPs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Factual]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17658</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17658"/>
		<updated>2010-02-28T19:28:44Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
[[File:RegistrationOXPimage1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an Effort to diminishing Piracy Gal Cop has recently started Demanding ID&lt;br /&gt;
tags on every ship in the galaxy. existing non ID ships, will acquire an ID&lt;br /&gt;
upon change of ownership.. For now this only applies to all the popular&lt;br /&gt;
brands of ships, those we have come to know since the dawn of interstellar space travel.&lt;br /&gt;
&lt;br /&gt;
'''Protests'''&lt;br /&gt;
&lt;br /&gt;
A lot of back yard ship factories have protested against this and refuses to&lt;br /&gt;
put ID tags on their custom or upgraded ships until legislation upon the matter&lt;br /&gt;
as been cleared about whether or not this violates the rights of the individual&lt;br /&gt;
trader..&lt;br /&gt;
&lt;br /&gt;
'''flawed legislation'''&lt;br /&gt;
&lt;br /&gt;
Independant Space Traders Union also known as ITU, has appealed Gal Cops current&lt;br /&gt;
practice as follows&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;it is obvious that the police now, as a matter of routine, demand the production of registration indemnity ID Tags whenever they stop or interrogate a spacer for whatever cause. Of course, if they are looking for a stolen ship or have reason to believe that a particular spacer is engaged in committing a crime, that is one thing, but to demand an ID tag from all and sundry, for instance, from a lady who may leave her mining ship in an asteroid field longer than her license allows her to, or some trivial matter of that sort, is wholly unreasonable. This Act was passed for security purposes, and not for the purposes for which, apparently, it is now sought to be used.&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
''' Decision Pending '''&lt;br /&gt;
&lt;br /&gt;
The Board of Space Vessel Affairs(BSVA) have ruled that current practices must be followed until a decision has been made.. however the supplier of the photo chromatic paint embedded in the alloys of the ID tagged vessels, cannot be removed without removing the metal entirely... and changing the assembly lines again could lead to law suits against GAL COP and even GAL CORP, from the union of space vessel suppliers known as SVS.&lt;br /&gt;
&lt;br /&gt;
'''What the Wise Men Say'''&lt;br /&gt;
&lt;br /&gt;
Experts agree that the ID practice is here to stay: however those shops that exist on the fringe of law, should still be able to get away with not painting IDs on their ships... subsequently Prices on NON id ships, are higher than ID ships, and also acts as an additional reason, not to embed ID paint into the alloy of your Vessel.&lt;br /&gt;
&lt;br /&gt;
These shops that are largely unknown to Gal Cop, also risks getting inspections from Gal Cop, if they registrar with Gal Cop to get an alloted series of ID tag numbers.&lt;br /&gt;
&lt;br /&gt;
The Experts also agree that eventually even these will be forced to accept, they do however also agree that pirates will remove the ID tags soon, when some back yard ship repair shop starts removing the metal or the paint from the duranium alloys at an extremly high cost ofcourse...&lt;br /&gt;
&lt;br /&gt;
finally ID tags may allow for Pirates to easier stalk and find their prey..&lt;br /&gt;
&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download version 0.12 here]&lt;br /&gt;
[[File:Example.jpg]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17657</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17657"/>
		<updated>2010-02-28T19:28:19Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
[[File:RegistrationOXPimage1.jpg]]&lt;br /&gt;
In an Effort to diminishing Piracy Gal Cop has recently started Demanding ID&lt;br /&gt;
tags on every ship in the galaxy. existing non ID ships, will acquire an ID&lt;br /&gt;
upon change of ownership.. For now this only applies to all the popular&lt;br /&gt;
brands of ships, those we have come to know since the dawn of interstellar space travel.&lt;br /&gt;
&lt;br /&gt;
'''Protests'''&lt;br /&gt;
&lt;br /&gt;
A lot of back yard ship factories have protested against this and refuses to&lt;br /&gt;
put ID tags on their custom or upgraded ships until legislation upon the matter&lt;br /&gt;
as been cleared about whether or not this violates the rights of the individual&lt;br /&gt;
trader..&lt;br /&gt;
&lt;br /&gt;
'''flawed legislation'''&lt;br /&gt;
&lt;br /&gt;
Independant Space Traders Union also known as ITU, has appealed Gal Cops current&lt;br /&gt;
practice as follows&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;it is obvious that the police now, as a matter of routine, demand the production of registration indemnity ID Tags whenever they stop or interrogate a spacer for whatever cause. Of course, if they are looking for a stolen ship or have reason to believe that a particular spacer is engaged in committing a crime, that is one thing, but to demand an ID tag from all and sundry, for instance, from a lady who may leave her mining ship in an asteroid field longer than her license allows her to, or some trivial matter of that sort, is wholly unreasonable. This Act was passed for security purposes, and not for the purposes for which, apparently, it is now sought to be used.&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
''' Decision Pending '''&lt;br /&gt;
&lt;br /&gt;
The Board of Space Vessel Affairs(BSVA) have ruled that current practices must be followed until a decision has been made.. however the supplier of the photo chromatic paint embedded in the alloys of the ID tagged vessels, cannot be removed without removing the metal entirely... and changing the assembly lines again could lead to law suits against GAL COP and even GAL CORP, from the union of space vessel suppliers known as SVS.&lt;br /&gt;
&lt;br /&gt;
'''What the Wise Men Say'''&lt;br /&gt;
&lt;br /&gt;
Experts agree that the ID practice is here to stay: however those shops that exist on the fringe of law, should still be able to get away with not painting IDs on their ships... subsequently Prices on NON id ships, are higher than ID ships, and also acts as an additional reason, not to embed ID paint into the alloy of your Vessel.&lt;br /&gt;
&lt;br /&gt;
These shops that are largely unknown to Gal Cop, also risks getting inspections from Gal Cop, if they registrar with Gal Cop to get an alloted series of ID tag numbers.&lt;br /&gt;
&lt;br /&gt;
The Experts also agree that eventually even these will be forced to accept, they do however also agree that pirates will remove the ID tags soon, when some back yard ship repair shop starts removing the metal or the paint from the duranium alloys at an extremly high cost ofcourse...&lt;br /&gt;
&lt;br /&gt;
finally ID tags may allow for Pirates to easier stalk and find their prey..&lt;br /&gt;
&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download version 0.12 here]&lt;br /&gt;
[[File:Example.jpg]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17656</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17656"/>
		<updated>2010-02-28T19:27:58Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
&lt;br /&gt;
In an Effort to diminishing Piracy Gal Cop has recently started Demanding ID&lt;br /&gt;
tags on every ship in the galaxy. existing non ID ships, will acquire an ID&lt;br /&gt;
upon change of ownership.. For now this only applies to all the popular&lt;br /&gt;
brands of ships, those we have come to know since the dawn of interstellar space travel.&lt;br /&gt;
&lt;br /&gt;
'''Protests'''&lt;br /&gt;
&lt;br /&gt;
A lot of back yard ship factories have protested against this and refuses to&lt;br /&gt;
put ID tags on their custom or upgraded ships until legislation upon the matter&lt;br /&gt;
as been cleared about whether or not this violates the rights of the individual&lt;br /&gt;
trader..&lt;br /&gt;
&lt;br /&gt;
'''flawed legislation'''&lt;br /&gt;
&lt;br /&gt;
Independant Space Traders Union also known as ITU, has appealed Gal Cops current&lt;br /&gt;
practice as follows&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;it is obvious that the police now, as a matter of routine, demand the production of registration indemnity ID Tags whenever they stop or interrogate a spacer for whatever cause. Of course, if they are looking for a stolen ship or have reason to believe that a particular spacer is engaged in committing a crime, that is one thing, but to demand an ID tag from all and sundry, for instance, from a lady who may leave her mining ship in an asteroid field longer than her license allows her to, or some trivial matter of that sort, is wholly unreasonable. This Act was passed for security purposes, and not for the purposes for which, apparently, it is now sought to be used.&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
''' Decision Pending '''&lt;br /&gt;
&lt;br /&gt;
The Board of Space Vessel Affairs(BSVA) have ruled that current practices must be followed until a decision has been made.. however the supplier of the photo chromatic paint embedded in the alloys of the ID tagged vessels, cannot be removed without removing the metal entirely... and changing the assembly lines again could lead to law suits against GAL COP and even GAL CORP, from the union of space vessel suppliers known as SVS.&lt;br /&gt;
&lt;br /&gt;
'''What the Wise Men Say'''&lt;br /&gt;
&lt;br /&gt;
Experts agree that the ID practice is here to stay: however those shops that exist on the fringe of law, should still be able to get away with not painting IDs on their ships... subsequently Prices on NON id ships, are higher than ID ships, and also acts as an additional reason, not to embed ID paint into the alloy of your Vessel.&lt;br /&gt;
&lt;br /&gt;
These shops that are largely unknown to Gal Cop, also risks getting inspections from Gal Cop, if they registrar with Gal Cop to get an alloted series of ID tag numbers.&lt;br /&gt;
&lt;br /&gt;
The Experts also agree that eventually even these will be forced to accept, they do however also agree that pirates will remove the ID tags soon, when some back yard ship repair shop starts removing the metal or the paint from the duranium alloys at an extremly high cost ofcourse...&lt;br /&gt;
&lt;br /&gt;
finally ID tags may allow for Pirates to easier stalk and find their prey..&lt;br /&gt;
&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download version 0.12 here]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17655</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17655"/>
		<updated>2010-02-28T19:27:08Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
[[File:120px-RegistrationOXPimage1.jpg]]&lt;br /&gt;
&lt;br /&gt;
In an Effort to diminishing Piracy Gal Cop has recently started Demanding ID&lt;br /&gt;
tags on every ship in the galaxy. existing non ID ships, will acquire an ID&lt;br /&gt;
upon change of ownership.. For now this only applies to all the popular&lt;br /&gt;
brands of ships, those we have come to know since the dawn of interstellar space travel.&lt;br /&gt;
&lt;br /&gt;
'''Protests'''&lt;br /&gt;
&lt;br /&gt;
A lot of back yard ship factories have protested against this and refuses to&lt;br /&gt;
put ID tags on their custom or upgraded ships until legislation upon the matter&lt;br /&gt;
as been cleared about whether or not this violates the rights of the individual&lt;br /&gt;
trader..&lt;br /&gt;
&lt;br /&gt;
'''flawed legislation'''&lt;br /&gt;
&lt;br /&gt;
Independant Space Traders Union also known as ITU, has appealed Gal Cops current&lt;br /&gt;
practice as follows&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;it is obvious that the police now, as a matter of routine, demand the production of registration indemnity ID Tags whenever they stop or interrogate a spacer for whatever cause. Of course, if they are looking for a stolen ship or have reason to believe that a particular spacer is engaged in committing a crime, that is one thing, but to demand an ID tag from all and sundry, for instance, from a lady who may leave her mining ship in an asteroid field longer than her license allows her to, or some trivial matter of that sort, is wholly unreasonable. This Act was passed for security purposes, and not for the purposes for which, apparently, it is now sought to be used.&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
''' Decision Pending '''&lt;br /&gt;
&lt;br /&gt;
The Board of Space Vessel Affairs(BSVA) have ruled that current practices must be followed until a decision has been made.. however the supplier of the photo chromatic paint embedded in the alloys of the ID tagged vessels, cannot be removed without removing the metal entirely... and changing the assembly lines again could lead to law suits against GAL COP and even GAL CORP, from the union of space vessel suppliers known as SVS.&lt;br /&gt;
&lt;br /&gt;
'''What the Wise Men Say'''&lt;br /&gt;
&lt;br /&gt;
Experts agree that the ID practice is here to stay: however those shops that exist on the fringe of law, should still be able to get away with not painting IDs on their ships... subsequently Prices on NON id ships, are higher than ID ships, and also acts as an additional reason, not to embed ID paint into the alloy of your Vessel.&lt;br /&gt;
&lt;br /&gt;
These shops that are largely unknown to Gal Cop, also risks getting inspections from Gal Cop, if they registrar with Gal Cop to get an alloted series of ID tag numbers.&lt;br /&gt;
&lt;br /&gt;
The Experts also agree that eventually even these will be forced to accept, they do however also agree that pirates will remove the ID tags soon, when some back yard ship repair shop starts removing the metal or the paint from the duranium alloys at an extremly high cost ofcourse...&lt;br /&gt;
&lt;br /&gt;
finally ID tags may allow for Pirates to easier stalk and find their prey..&lt;br /&gt;
&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download version 0.12 here]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:RegistrationOXPimage1.jpg&amp;diff=17654</id>
		<title>File:RegistrationOXPimage1.jpg</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:RegistrationOXPimage1.jpg&amp;diff=17654"/>
		<updated>2010-02-28T19:25:16Z</updated>

		<summary type="html">&lt;p&gt;Frame: Header for registration OXP image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Header for registration OXP image&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17653</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17653"/>
		<updated>2010-02-28T19:23:53Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
&lt;br /&gt;
In an Effort to diminishing Piracy Gal Cop has recently started Demanding ID&lt;br /&gt;
tags on every ship in the galaxy. existing non ID ships, will acquire an ID&lt;br /&gt;
upon change of ownership.. For now this only applies to all the popular&lt;br /&gt;
brands of ships, those we have come to know since the dawn of interstellar space travel.&lt;br /&gt;
&lt;br /&gt;
'''Protests'''&lt;br /&gt;
&lt;br /&gt;
A lot of back yard ship factories have protested against this and refuses to&lt;br /&gt;
put ID tags on their custom or upgraded ships until legislation upon the matter&lt;br /&gt;
as been cleared about whether or not this violates the rights of the individual&lt;br /&gt;
trader..&lt;br /&gt;
&lt;br /&gt;
'''flawed legislation'''&lt;br /&gt;
&lt;br /&gt;
Independant Space Traders Union also known as ITU, has appealed Gal Cops current&lt;br /&gt;
practice as follows&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;it is obvious that the police now, as a matter of routine, demand the production of registration indemnity ID Tags whenever they stop or interrogate a spacer for whatever cause. Of course, if they are looking for a stolen ship or have reason to believe that a particular spacer is engaged in committing a crime, that is one thing, but to demand an ID tag from all and sundry, for instance, from a lady who may leave her mining ship in an asteroid field longer than her license allows her to, or some trivial matter of that sort, is wholly unreasonable. This Act was passed for security purposes, and not for the purposes for which, apparently, it is now sought to be used.&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
''' Decision Pending '''&lt;br /&gt;
&lt;br /&gt;
The Board of Space Vessel Affairs(BSVA) have ruled that current practices must be followed until a decision has been made.. however the supplier of the photo chromatic paint embedded in the alloys of the ID tagged vessels, cannot be removed without removing the metal entirely... and changing the assembly lines again could lead to law suits against GAL COP and even GAL CORP, from the union of space vessel suppliers known as SVS.&lt;br /&gt;
&lt;br /&gt;
'''What the Wise Men Say'''&lt;br /&gt;
&lt;br /&gt;
Experts agree that the ID practice is here to stay: however those shops that exist on the fringe of law, should still be able to get away with not painting IDs on their ships... subsequently Prices on NON id ships, are higher than ID ships, and also acts as an additional reason, not to embed ID paint into the alloy of your Vessel.&lt;br /&gt;
&lt;br /&gt;
These shops that are largely unknown to Gal Cop, also risks getting inspections from Gal Cop, if they registrar with Gal Cop to get an alloted series of ID tag numbers.&lt;br /&gt;
&lt;br /&gt;
The Experts also agree that eventually even these will be forced to accept, they do however also agree that pirates will remove the ID tags soon, when some back yard ship repair shop starts removing the metal or the paint from the duranium alloys at an extremly high cost ofcourse...&lt;br /&gt;
&lt;br /&gt;
finally ID tags may allow for Pirates to easier stalk and find their prey..&lt;br /&gt;
&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download version 0.12 here]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17652</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17652"/>
		<updated>2010-02-28T19:15:05Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
&lt;br /&gt;
In an Effort to diminishing Piracy Gal Cop has recently started Demanding ID&lt;br /&gt;
tags on every ship in the galaxy. existing non ID ships, will acquire an ID&lt;br /&gt;
upon change of ownership.. For now this only applies to all the popular&lt;br /&gt;
brands of ships, those we have come to know since the dawn of interstellar space travel.&lt;br /&gt;
&lt;br /&gt;
'''Protests'''&lt;br /&gt;
&lt;br /&gt;
A lot of back yard ship factories have protested against this and refuses to&lt;br /&gt;
put ID tags on their custom or upgraded ships until legislation upon the matter&lt;br /&gt;
as been cleared about whether or not this violates the rights of the individual&lt;br /&gt;
trader..&lt;br /&gt;
&lt;br /&gt;
'''flawed legislation'''&lt;br /&gt;
&lt;br /&gt;
Independant Space Traders Union also known as ITU, has appealed Gal Cops current&lt;br /&gt;
practice as follows&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is obvious that the police now, as a matter of routine, demand the production of registration indemnity ID Tags whenever they stop or interrogate a spacer for whatever cause. Of course, if they are looking for a stolen ship or have reason to believe that a particular spacer is engaged in committing a crime, that is one thing, but to demand an ID tag from all and sundry, for instance, from a lady who may leave her mining ship in an asteroid field longer than her license allows her to, or some trivial matter of that sort, is wholly unreasonable. This Act was passed for security purposes, and not for the purposes for which, apparently, it is now sought to be used.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Decision Pending '''&lt;br /&gt;
The Board of Space Vessel Affairs(BSVA) have ruled that current practices must be followed until a decision has been made.. however the supplier of the photo chromatic paint embedded in the alloys of the ID tagged vessels, cannot be removed without removing the metal entirely... and changing the assembly lines again could lead to law suits against GAL COP and even GAL CORP.&lt;br /&gt;
&lt;br /&gt;
Experts agree that the ID practice is here to stay: however those shops that exist on the fringe of law, should still be able to get away with not painting IDs on their ships... subsequently Prices on NON id ships, are higher than ID ships..&lt;br /&gt;
&lt;br /&gt;
The Experts also agree that eventually even these will be forced to accept&lt;br /&gt;
&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download version 0.12 here]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17651</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17651"/>
		<updated>2010-02-28T18:46:25Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download here]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17650</id>
		<title>RegistrationID</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=RegistrationID&amp;diff=17650"/>
		<updated>2010-02-28T18:46:15Z</updated>

		<summary type="html">&lt;p&gt;Frame: Created page with '== '''Registration ID..''' == [IMG]http://i304.photobucket.com/albums/nn180/Frame_2/Registration-1.jpg[/IMG] [http://www.box.net/shared/l0yu9ihdl2 Download here]'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Registration ID..''' ==&lt;br /&gt;
[IMG]http://i304.photobucket.com/albums/nn180/Frame_2/Registration-1.jpg[/IMG]&lt;br /&gt;
[http://www.box.net/shared/l0yu9ihdl2 Download here]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Ship&amp;diff=17583</id>
		<title>Oolite JavaScript Reference: Ship</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_Ship&amp;diff=17583"/>
		<updated>2010-02-23T21:35:12Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''Prototype:''' &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity|Entity]]&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Subtypes:''' &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Station|Station]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: PlayerShip|PlayerShip]]&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Oolite-class-added|1.70}}&lt;br /&gt;
&lt;br /&gt;
The '''&amp;lt;code&amp;gt;Ship&amp;lt;/code&amp;gt;''' class is an &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity|Entity]]&amp;lt;/code&amp;gt; representing a ship, station, missile, cargo pod or other flying item – anything that can be specified in [[shipdata.plist]]. A &amp;lt;code&amp;gt;Ship&amp;lt;/code&amp;gt; has all the properties and methods of a &amp;lt;code&amp;gt;Entity&amp;lt;/code&amp;gt;, and several others.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Station|Station]]&amp;lt;/code&amp;gt;s and the &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Player|Player]]&amp;lt;/code&amp;gt; are types of ship. Note that these more specific types have additional properties and methods.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;aftWeapon&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''aftWeapon''' : EquipmentType(read-only)&lt;br /&gt;
The currently equipped aft weapon, or null.&lt;br /&gt;
Identical to the equivalent [[Oolite JavaScript Reference: PlayerShip#aftWeapon|PlayerShip]] property.&lt;br /&gt;
&lt;br /&gt;
'''See also''': &amp;lt;code&amp;gt;[[#forwardWeapon|forwardWeapon]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''AI''' : String (read-only)&lt;br /&gt;
The name of the ship’s current AI. (See also: &amp;lt;code&amp;gt;[[#AIState|AIState]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#setAI|setAI()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#switchAI|switchAI()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#exitAI|exitAI()]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;AIState&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''AIState''' : String (read/write, read-only for player)&lt;br /&gt;
The ship’s AI’s current state. (See also: &amp;lt;code&amp;gt;[[#AI|AI]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#reactToAIMessage|reactToAIMessage()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#hasSuspendedAI|hasSuspendedAI]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;availableCargoSpace (deprecated)&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.72}}&lt;br /&gt;
 '''availableCargoSpace''': Number (read-only integer)&lt;br /&gt;
The ship’s free cargo space, in tons. Deprecated in favour of cargoSpaceAvailable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;beaconCode&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''beaconCode''' : String (read-only)&lt;br /&gt;
If the ship is a beacon, an identifying string. The first character is used for identification on the [[Advanced Space Compass]]. For non-beacons, this property is &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt;. (See also: &amp;lt;code&amp;gt;[[#isBeacon|isBeacon]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;bounty&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''bounty''' : Number (read/write integer)&lt;br /&gt;
The bounty on the ship. In the case of the player, it is halved at each witchspace jump.&amp;lt;br&amp;gt;&lt;br /&gt;
It is actually the legal status of the ship that is shown here and not the bounty. For all ships both are the same but for anything with scan class Thargoid the legal status is only based on the ships mass and has no relation to its defined bounty.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;cargoCapacity (deprecated)&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''cargoCapacity''': Number (read-only integer)&lt;br /&gt;
The ship’s cargo capacity, in tons. Name introduced with version 1.72. Old name was maxCargo. Deprecated in favour of '''cargoSpaceCapacity'''&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;cargoSpaceAvailable&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''cargoSpaceAvailable''' : Number (read-only integer)&lt;br /&gt;
The ship’s available cargo space, in tons. Name introduced with version 1.74. Replaces availableCargoSpace.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;cargoSpaceCapacity&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''cargoSpaceCapacity''' : Number (read-only integer)&lt;br /&gt;
The ship’s cargo capacity, in tons. Name introduced with version 1.74. Old names were maxCargo, cargoCapacity.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;cargoSpaceUsed&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.72}}&lt;br /&gt;
 '''cargoSpaceUsed''' : Number (read-only integer)&lt;br /&gt;
The ship’s current cargo, in tons. Any ship carrying less than &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;contracts&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''contracts''' : Array (read-only NSDictionary)&lt;br /&gt;
The ship’s contracts. (For now only available for the player). Each contract contains the entries: &amp;lt;code&amp;gt;commodity: string, quantity: integer, description: string, start: integer, destination: integer, startName: string, destinationName: string, eta: integer, etaDescription: string, fee: Integer, premium: Integer&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, the information of the first contract can be obtained by:&lt;br /&gt;
 player.ship.contracts[0].commodity&lt;br /&gt;
 player.ship.contracts[0].quantity&lt;br /&gt;
 player.ship.contracts[0].description&lt;br /&gt;
 player.ship.contracts[0].start&lt;br /&gt;
 player.ship.contracts[0].destination&lt;br /&gt;
 player.ship.contracts[0].startName&lt;br /&gt;
 player.ship.contracts[0].destinationName&lt;br /&gt;
 player.ship.contracts[0].eta  // Estimated Time of Arrival.&lt;br /&gt;
 player.ship.contracts[0].etaDescription&lt;br /&gt;
 player.ship.contracts[0].fee      // The profit of the contract, paid out on successful delivery.&lt;br /&gt;
 player.ship.contracts[0].premium  // The sum paid to obtain the goods and paid back on successful delivery.&lt;br /&gt;
&lt;br /&gt;
start and destination contain system ID numbers for planets in the current galaxy chart, eta is in clock seconds, fee is the amount that the player will receive when delivering this contract, and premium was the amount the player had to pay to secure this contract.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;desiredSpeed&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.72}}&lt;br /&gt;
 '''desiredSpeed''' : Number (read/write nonnegative, read-only for player)&lt;br /&gt;
The speed the AI will attempt to maintain. The AI core and AI script may change this from time to time. The corresponding AI method is &amp;lt;code&amp;gt;setSpeedFactorTo:&amp;lt;/code&amp;gt;; a speed factor of 1.0 corresponds to a &amp;lt;code&amp;gt;desiredSpeed&amp;lt;/code&amp;gt; equal to &amp;lt;code&amp;gt;[[#maxSpeed|maxSpeed]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;displayName&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''displayName''' : String (read/write, read-only for player)&lt;br /&gt;
The name of the ship as seen by the player. By default it is the same as  name(&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; key in [[shipdata.plist]]). This property is changed from '''shipDisplayName''' in 1.72&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;entityPersonality&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''entityPersonality''' : Number (read-only integer)&lt;br /&gt;
A random number in the range 0..32767 which is generated when the ship is created. Equivalent to the &amp;lt;code&amp;gt;entityPersonalityInt&amp;lt;/code&amp;gt; [[Shaders in Oolite: uniforms#Ship|uniform binding]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;equipment&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''equipment''' : Array of [[Oolite_JavaScript_Reference:_EquipmentInfo|EquipmentInfo ]] (read-only)&lt;br /&gt;
The equipment a ship is carrying.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;escorts&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''escorts''' : Array (read-only array of [[Oolite JavaScript Reference: Entity|Entity]]s)&lt;br /&gt;
The ship’s deployed escorts.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;escortGroup&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.73}}&lt;br /&gt;
 '''escortGroup''' : [[Oolite JavaScript Reference: ShipGroup|ShipGroup]] (Class added with Oolite 1.73)&lt;br /&gt;
The ship’s deployed escorts.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;forwardWeapon&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''forwardWeapon''' : EquipmentType(read-only)&lt;br /&gt;
Identical to the equivalent [[Oolite JavaScript Reference: PlayerShip#forwardWeapon|PlayerShip]] property.&lt;br /&gt;
&lt;br /&gt;
'''See also''': &amp;lt;code&amp;gt;[[#aftWeapon|aftWeapon]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;fuel&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''fuel''' : Number (read/write)&lt;br /&gt;
The ship’s current fuel capacity, in LY. The game will limit this to the range 0..7, and round it off to the nearest tenth. (See also: &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Player#fuelLeakRate|Player.fuelLeakRate]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.73}}&lt;br /&gt;
 '''group''' : [[Oolite JavaScript Reference: ShipGroup|ShipGroup]]  (Class added with Oolite 1.73)&lt;br /&gt;
Contains ship’s belonging to each other. Added pirate groups are an example or a station with its launched defenders.&amp;lt;br&amp;gt;&lt;br /&gt;
A group is an individual object that can be linked to several ships belonging to the same group. When a ship dies and the group object has still owners, the group stays active as object. The group is only removed from memory after the last ship that had this group as property is removed.&amp;lt;br&amp;gt;&lt;br /&gt;
Adding a group to a ship does not automatic puts that ship in the group. For that to happen you need also use the addShip() command. &lt;br /&gt;
e.g. &lt;br /&gt;
 this.ship.group = new ShipGroup();&lt;br /&gt;
 this.ship.group.addShip(this.ship);&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;&amp;lt;del&amp;gt;groupID&amp;lt;/del&amp;gt;&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Removed in 1.73. Use &amp;lt;code&amp;gt;[[#group|group]]&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;hasHostileTarget&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''hasHostileTarget''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship’s AI is trying to kill something, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. Always &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; for the player.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;hasSuspendedAI&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''hasSuspendedAI''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship has suspended AIs, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;heatInsulation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''heatInsulation''' : Number (read/write)&lt;br /&gt;
The ship’s heat insulation factor. 1.0 is normal, higher values mean more resistance to heat.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isBeacon&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isBeacon''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is a beacon (i.e., can show up on the [[Advanced Space Compass]] with a character indicating its identity), &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. (See also: &amp;lt;code&amp;gt;[[#beaconCode|beaconCode]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isCloaked&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isCloaked''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship has a cloaking device which is currently active &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. If the ship has a cloaking device and sufficient energy to use it, you can activate it by setting &amp;lt;code&amp;gt;isCloaked&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isFrangible&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isFrangible''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is frangible (i.e., its subentities can be destroyed separately from the main ship), &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. (See also: &amp;lt;code&amp;gt;[[#subEntities|subEntities]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isJamming&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isJamming''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship has a military scanner jammer which is currently active &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isMine&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.73}}&lt;br /&gt;
 '''isMine''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is a mine, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isMissile&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.73}}&lt;br /&gt;
 '''isMissile''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is a missile, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isPirate&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isPirate''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is a pirate vessel, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. Currently equivalent to &amp;lt;code&amp;gt;[[#primaryRole|primaryRole]] == &amp;quot;pirate&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isPirateVictim&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isPirateVictim''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship’s [[#primaryRole|primary role]] is listed in ''pirate-victim-roles.plist'', &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. This is the same test used by the pirate AI to select victims.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isPolice&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isPolice''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is a police vessel, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. Currently equivalent to &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#scanClass|scanClass]] == &amp;quot;CLASS_POLICE&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isThargoid&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isThargoid''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is a Thargoid vessel, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. Currently equivalent to &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#scanClass|scanClass]] == &amp;quot;CLASS_THARGOID&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isTrader&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''isTrader''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is a merchant vessel, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. Currently equivalent to &amp;lt;code&amp;gt;[[#primaryRole|primaryRole]] == &amp;quot;trader&amp;quot; || isPlayer&amp;lt;/code&amp;gt;. '''Note:''' &amp;lt;code&amp;gt;[[#isPirateVictim|isPirateVictim]]&amp;lt;/code&amp;gt; may be a better choice in many cases.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isWeapon&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.73}}&lt;br /&gt;
 '''isWeapon''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is a weapon, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. Currently equivalent to &amp;lt;code&amp;gt;[[#isMissile|isMissile]] || [[#isMine|isMine]] &amp;lt;/code&amp;gt;, but new categories of weapon could be added in future.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;lightsActive&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''lightsActive''' : Boolean (read-write)&lt;br /&gt;
Setting this property to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; turns on all the entity’s flashers, and setting it to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; turns them off. Setting it sets the &amp;lt;code&amp;gt;lightsActive&amp;lt;/code&amp;gt; property for all subentities, but subentities’ setting can also be manipulated separately. In addition to affecting flashers, the value can be used by shaders.&lt;br /&gt;
&lt;br /&gt;
Note: &amp;lt;code&amp;gt;lightsActive&amp;lt;/code&amp;gt; is always &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when a ship is spawned, although individual flashers may be off because they have &amp;lt;code&amp;gt;initially_on&amp;lt;/code&amp;gt; set to false in their ''shipdata.plist'' declarations.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;maxCargo&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''maxCargo''' : Number (read-only integer)&lt;br /&gt;
The ship’s cargo capacity. This property is renamed to '''cargoCapacity''' in 1.72.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;maxSpeed&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''maxSpeed''' : Number (read-only)&lt;br /&gt;
The ship’s maximum speed under normal power. Note that &amp;lt;code&amp;gt;[[#speed|speed]]&amp;lt;/code&amp;gt; may exceed this when [[witch fuel injectors]] or [[hyperspeed]] are in use. (See also: &amp;lt;code&amp;gt;[[#speed|speed]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;maxThrust&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''maxThrust''' : Number (read-only)&lt;br /&gt;
The ship’s maxThrust. This value is the one defined as thrust in shipdata.plist.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;missileCapacity&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''missileCapacity''' : Number (read-only integer)&lt;br /&gt;
The ship’s maximum number of missiles it can carry.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;missiles&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''missiles''' : Array (read-only array of [[Oolite JavaScript Reference: EquipmentInfo|EquipmentInfo's]])&lt;br /&gt;
The ship’s loaded missiles.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''name''' : String (read/write, read-only for player)&lt;br /&gt;
The name of the ship type (&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; key in [[shipdata.plist]]). This property was changed from '''shipDescription''' in 1.72&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;passengerCapacity&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.72}}&lt;br /&gt;
 '''passengerCapacity''' : Number (read-only integer)&lt;br /&gt;
The ship’s maximum passenger capacity.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;passengerCount&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.72}}&lt;br /&gt;
 '''passengerCount''' : Number (read-only integer)&lt;br /&gt;
The ship’s current number of passengers.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;passengers&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''passengers''' : Array (read-only NSDictionary)&lt;br /&gt;
The ship’s passengers. (For now only available for the player). Each passengers list contains the entries: &amp;lt;code&amp;gt;name: String, start: integer, destination: integer, startName: string, destinationName: string, eta: integer, etaDescription: string, fee: Integer, premium: Integer&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For example, the information of the first contract can be obtained by:&lt;br /&gt;
 player.ship.passengers[0].name&lt;br /&gt;
 player.ship.passengers[0].start&lt;br /&gt;
 player.ship.passengers[0].destination&lt;br /&gt;
 player.ship.passengers[0].startName&lt;br /&gt;
 player.ship.passengers[0].destinationName&lt;br /&gt;
 player.ship.passengers[0].eta&lt;br /&gt;
 player.ship.passengers[0].etaDescription&lt;br /&gt;
 player.ship.passengers[0].fee  // The final fee, paid out on successful delivery.&lt;br /&gt;
 player.ship.passengers[0].premium  // The advance fee, already paid on acceptance of the contract.&lt;br /&gt;
&lt;br /&gt;
start and destination contain system ID numbers for planets in the current galaxy chart, eta is in clock seconds, fee is the amount that the player will receive when delivering this passenger, and premium shows the amount the player received when the passenger boarded the ship.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;potentialCollider&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''potentialCollider''' : [[Oolite JavaScript Reference: Entity|Entity]] (read-only)&lt;br /&gt;
The entity the ship is currently trying not to crash into, if any.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;primaryRole&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''primaryRole''' : String (read/write, read-only for player)&lt;br /&gt;
The main role of the ship; the role for which it was created. For instance, if a ship’s ''shipdata.plist'' entry specifies the roles “pirate trader(0.5) escort”, and a ship of that type is spawned to be a trader, its &amp;lt;code&amp;gt;primaryRole&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;&amp;quot;trader&amp;quot;&amp;lt;/code&amp;gt;, its &amp;lt;code&amp;gt;roles&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;[&amp;quot;escort&amp;quot;, &amp;quot;pirate&amp;quot;, &amp;quot;trader&amp;quot;]&amp;lt;/code&amp;gt; and its &amp;lt;code&amp;gt;roleProbabilities&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt; { &amp;quot;escort&amp;quot;:1, &amp;quot;pirate&amp;quot;:1, &amp;quot;trader&amp;quot;:0.5}&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#roles|roles]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#roleProbabilities|roleProbabilities]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;reportAIMessages&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''reportAIMessages''' : Boolean (read/write)&lt;br /&gt;
Debugging facility: set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; to dump information about AI activity to the log. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;roleProbabilities&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''roles''' : Object (read-only)&lt;br /&gt;
The probabilities for each role in &amp;lt;code&amp;gt;[[#roles|roles]]&amp;lt;/code&amp;gt;. Example:&lt;br /&gt;
 this.pirateProb = ship.roleProbabilities[&amp;quot;pirate&amp;quot;]&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#primaryRole|primaryRole]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#roles|roles]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;roles&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''roles''' : Array (read-only array of Strings)&lt;br /&gt;
The roles of the ship. This consists of the roles specified in the ship’s ''shipdata.plist'' entry, as well as the &amp;lt;code&amp;gt;[[#primaryRole|primaryRole]]&amp;lt;/code&amp;gt; if it is not among those.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#primaryRole|primaryRole]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#roleProbabilities|roleProbabilities]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#hasRole|hasRole()]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;savedCoordinates&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''savedCoordinates''' : [[Oolite JavaScript Reference: Vector|Vector]] (read-write)&lt;br /&gt;
The savedCoordinates of the ship in system co-ordinates. The savedCoordinates vector is only used by AI scripting to store a coordinate that can be used by other AI commands like &amp;lt;code&amp;gt;setDestinationToCoordinates&amp;lt;/code&amp;gt;. It are the same coordinates that are set by the AI command: &amp;lt;code&amp;gt;&amp;quot;setCoordinates: X Y Z&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;scannerRange&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''scannerRange''' : Number (read-only)&lt;br /&gt;
The range of the ship’s scanner.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''script''' : [[Oolite JavaScript Reference: Script|Script]] (read-only)&lt;br /&gt;
The ship’s script.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;scriptInfo&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''scriptInfo''' : Object (read-only)&lt;br /&gt;
The contents of the &amp;lt;code&amp;gt;script_info&amp;lt;/code&amp;gt; key in the ship’s ''[[shipdata.plist]]'' entry, if any. This may be any [[property list]] object, but the reccomended approach is to use a dictionary whose keys have a unique prefix (such as you should be using for file names, ship names etc.). A property list dictionary is converted to a JavaScript object with properties corresponding to the dictionary’s keys. All other property list types used with Oolite have directly corresponding JavaScript types.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shipDescription&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''shipDescription''' : String (read/write, read-only for player)&lt;br /&gt;
The name of the ship type (&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; key in [[shipdata.plist]]). This property is changed into '''name''' in 1.72&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shipDisplayName&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''shipDisplayName''' : String (read/write, read-only for player)&lt;br /&gt;
The name of the ship as seen by the player. By default it is the same as  shipDescription(&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; key in [[shipdata.plist]]). This property is changed into '''displayName''' in 1.72&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''speed''' : Number (read-only)&lt;br /&gt;
The ship’s current speed. (See also: &amp;lt;code&amp;gt;[[#maxSpeed|maxSpeed]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;subEntities&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''subEntities''' : Array (read-only array of Ships)&lt;br /&gt;
The ships subentities, or &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; if it has none. Special subentities such as flashers and exhaust plumes are not included. (See also: &amp;lt;code&amp;gt;[[#isFrangible|isFrangible]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;target&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''target''' : Ship (read-write)&lt;br /&gt;
The ship’s primary target, i.e. the entity it will attempt to shoot at. This value is automatically co-ordinated between a ship and its subentities.&amp;lt;br&amp;gt;&lt;br /&gt;
Starting with 1.74 a current target can be deselected by setting &amp;quot;target = null&amp;quot;. (Before defining null resulted in an error)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;temperature&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''temperature''' : Number (read/write)&lt;br /&gt;
The ship’s temperature, normalized such that a temperature of 1.0 is the level at which a ship starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;thrust&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.74}}&lt;br /&gt;
 '''thrust''' : Number (read/write (For player read-only))&lt;br /&gt;
The ship’s thrust. This value is maximised by maxThrust. This value determines how fast the ship accelerates or decelerates. Speed-change in m/ses per sec.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;weaponRange&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''weaponRange''' : Number (read/write)&lt;br /&gt;
The maximum range of the ship’s primary weapon. For the player it is the range of the weapon that fired as last, even when the view direction changed.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;withinStationAegis&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''withinStationAegis''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship is within the aegis of the system’s main station (i.e., no more than 51 200 game metres from the station, or twice scanner range).&lt;br /&gt;
&lt;br /&gt;
== Methods ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;abandonShip&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.74}}&lt;br /&gt;
 function '''abandonShip'''() : Boolean&lt;br /&gt;
Returns &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when the ship has an escapepod. It will launch all escapeposd on board leaving the ship behind as a empty hulk. (scanClass = CLASS_CARGO). This command does nothing when no escape-pod is present.&amp;lt;br&amp;gt;&lt;br /&gt;
Pressence of an escapepod can be tested with: &amp;lt;code&amp;gt;hasEquipment(&amp;quot;EQ_ESCAPE_POD&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;awardContract&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.74}}&lt;br /&gt;
 function '''awardContract'''(quantity: Integer, commodity: String, start: Integer, destination: Integer, eta: Integer, fee: Integer) : Boolean&lt;br /&gt;
Adds a contract to the ship. (''Currently only for the player''). &amp;lt;code&amp;gt;eta&amp;lt;/code&amp;gt; is in seconds and must be greater than the current time. &amp;lt;code&amp;gt;start&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;destination&amp;lt;/code&amp;gt; are the ID numbers of the system.&amp;lt;br&amp;gt;&lt;br /&gt;
It returns false when there is no room for the cargo or the eta is chosen wrong or there is not enough money to accept the contracts.&lt;br /&gt;
e.g.&lt;br /&gt;
 player.ship.awardContract(12, &amp;quot;Food&amp;quot;, 34, 67, clock.seconds+7*24*3600, 5000)&lt;br /&gt;
&lt;br /&gt;
If successful - and in galaxy chart 1 - the player will have 12 more food containers on board, the manifest will show that the cargo was picked up at Inus, to be delivered at Cemave, within exactly 7 days from now, and the player will be given 5000 credits if the cargo is delivered on time (early or late delivery will affect the amount paid).&lt;br /&gt;
'''N.B.''' Normally to get a contract, the player will have to buy the cargo at the local market price. Using this method, no inital payment is made.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;awardEquipment&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.74}}&lt;br /&gt;
 function '''awardEquipment'''(equipmentKey : String)&lt;br /&gt;
Adds the given piece of equipment to the ship. Example: &amp;lt;code&amp;gt;ship.awardEquipment(&amp;quot;EQ_ECM&amp;quot;)&amp;lt;/code&amp;gt; (before 1.74 this command was only available for the player's ship)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;awardPassenger&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.74}}&lt;br /&gt;
 function '''awardPassenger'''(name: String, start: Integer, destination: Integer, eta: Integer, fee: Integer) : Boolean&lt;br /&gt;
Adds a contract to the ship. (''Currently only for the player''). &amp;lt;code&amp;gt;eta&amp;lt;/code&amp;gt; is in seconds and must be greater than the current time. &amp;lt;code&amp;gt;start&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;destination&amp;lt;/code&amp;gt; are the ID numbers of the system.&amp;lt;br&amp;gt;&lt;br /&gt;
It returns false when there is no room for the passenger or the eta is chosen wrong.&lt;br /&gt;
e.g.&lt;br /&gt;
  player.ship.awardPassenger(&amp;quot;cmdr Jameson&amp;quot;, 34, 67, clock.seconds+3*24*3600, 1500)&lt;br /&gt;
&lt;br /&gt;
If successful - and in galaxy chart 1 - the player will have cmdr Jameson as a passenger, his documents will show that he boarded the ship at Inus, to go to Cemave, within exactly 3 days from now, and the player will be given 1500 credits if he gets there on time (early or late arrival will affect the amount paid).&lt;br /&gt;
'''N.B.''' Normally a passenger will pay the captain a small advance upon boarding. Using this method, no inital payment is made.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;commsMessage&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.72}}&lt;br /&gt;
 function '''commsMessage'''(message : String) : Ship&lt;br /&gt;
Make the ship type entity broadcast the specified message. Works on buoys and subentities as well as normal ships and stations.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;deployEscorts&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''deployEscorts'''()&lt;br /&gt;
Launch the ship’s escorts, if any.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;dockEscorts&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''dockEscorts'''()&lt;br /&gt;
Dock the ship’s deployed escorts, if any.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;dumpCargo&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.71}}&lt;br /&gt;
 function '''dumpCargo'''() : Ship&lt;br /&gt;
Ejects one item of cargo from the ship, and returns the cargo item. Returns &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; if the ship has no cargo, anything has been ejected in the last 0.5 seconds, or if sent to the player while docked.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#dumpCargo|dumpCargo]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#ejectSpecificItem|ejectSpecificItem]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;ejectItem&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.71}}&lt;br /&gt;
 function '''ejectItem'''(role : String) : Ship&lt;br /&gt;
Spawns a ship of role &amp;lt;code&amp;gt;role&amp;lt;/code&amp;gt; immediately behind the ship, with a slight backwards velocity. (Note: an equal and opposite reaction is applied to the parent ship, so doing this with large ships is rarely useful. &amp;lt;code&amp;gt;player.ejectItem(&amp;quot;station&amp;quot;)&amp;lt;/code&amp;gt; may seem funny, but don’t come running to me if you have someone’s eye out.) Returns the generated ship, or &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; if no ship is generated. The scanClass of the ejected item will always be CLASS_CARGO.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#dumpCargo|dumpCargo]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#ejectSpecificItem|ejectSpecificItem]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;ejectSpecificItem&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.71}}&lt;br /&gt;
 function '''ejectSpecificItem'''(itemKey : String) : Ship&lt;br /&gt;
Spawns a ship with the ''shipdata.plist'' key &amp;lt;code&amp;gt;itemKey&amp;lt;/code&amp;gt; immediately behind the ship, with a slight backwards velocity. The scanClass of the ejected item will always be CLASS_CARGO.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#dumpCargo|dumpCargo]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#ejectItem|ejectItem]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;equipmentStatus&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.74}}&lt;br /&gt;
 function '''equipmentStatus'''(equipmentKey : String) : String&lt;br /&gt;
Tests whether the specified type of equipment is installed, and whether it is functioning. Returns one of the following strings: &amp;lt;code&amp;gt;&amp;quot;EQUIPMENT_OK&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;EQUIPMENT_DAMAGED&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;EQUIPMENT_UNAVAILABLE&amp;quot;&amp;lt;/code&amp;gt;. (was before 1.74 only available to the player)&lt;br /&gt;
&lt;br /&gt;
'''See also''': &amp;lt;code&amp;gt;[[#setEquipmentStatus|setEquipmentStatus()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;explode&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''explode'''()&lt;br /&gt;
Like it says. Works on otherwise-indestructible main station, and everything else too.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;exitAI&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''exitAI'''()&lt;br /&gt;
Exit the current AI, restoring the previous one. Equivalent to the &amp;lt;code&amp;gt;[[AI_methods|exitAI]]:&amp;lt;/code&amp;gt; AI method. May not be used on player. Will generate a warning if there are no suspended AI states.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#AI|AI]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#setAI|setAI()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#hasSuspendedAI|hasSuspendedAI]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;fireECM&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.73}}&lt;br /&gt;
 function '''fireECM'''()&lt;br /&gt;
activates an ecm burst, identical as the AI command.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;fireMissile&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.74}}&lt;br /&gt;
 function '''fireMissile'''([missile]) : Ship&lt;br /&gt;
fireMissile() will try and fire the first available missile and will return the missile fired, or null if no missiles can be fired at this time. It can take the optional missile identifier parameter, to allow for a specific missile to be fired. Missiles cannot be fired if the NPC ship hasn't got a valid target, or if the previous missile was launched less than missile_load_time seconds before. If a missile type was specified, and not found on the ship, no missile will be fired.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;hasEquipment&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.73}} &amp;lt;!-- When updating for release, remove from PlayerShip --&amp;gt;&lt;br /&gt;
 function '''hasEquipment'''(equipmentKey : String [, includeWeapons : Boolean]) : Boolean&lt;br /&gt;
Returns &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the given piece of equipment is present on/in the ship, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; if it is not. If &amp;lt;code&amp;gt;includeWeapons&amp;lt;/code&amp;gt; is false, primary weapons (lasers) and secondary weapons (missiles and mines) are excluded. If &amp;lt;code&amp;gt;includeWeapons&amp;lt;/code&amp;gt; is not specified, &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; is assumed.&lt;br /&gt;
&lt;br /&gt;
Prior to Oolite 1.73, &amp;lt;code&amp;gt;hasEquipment()&amp;lt;/code&amp;gt; is only available for the player’s ship and &amp;lt;code&amp;gt;includeWeapons&amp;lt;/code&amp;gt; is ignored (treated as always false).&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;if (player.hasEquipment(&amp;quot;EQ_TRUMBLE&amp;quot;)) log(&amp;quot;Oh noes, I has a trumble!&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;hasRole&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''hasRole'''(role : String)&lt;br /&gt;
Returns &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the ship has &amp;lt;code&amp;gt;role&amp;lt;/code&amp;gt; among its roles, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#roles|roles]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;reactToAIMessage&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''reactToAIMessage'''(AIState : String)&lt;br /&gt;
Immediately execute the ship’s AI in the specified state.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;remove&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.72}}&lt;br /&gt;
 function '''remove'''()&lt;br /&gt;
Like it says. Works on otherwise-indestructible main station, and everything else too. Same as explode except for the explosion itself&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;removeEquipment&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.74}}&lt;br /&gt;
 function '''removeEquipment'''(equipmentKey : String)&lt;br /&gt;
Removes the given piece of equipment from the ship. Example: &amp;lt;code&amp;gt;ship.removeEquipment(&amp;quot;EQ_ECM&amp;quot;)&amp;lt;/code&amp;gt;. (before 1.74 this command was only available to the player)&lt;br /&gt;
This function can also be used to remove missiles (and mines). If more than one missile of the same type is found on board, only one of them will be removed.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;selectNewMissile&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.74}}&lt;br /&gt;
 function '''selectNewMissile'''() : equipmentKey&lt;br /&gt;
selectNewMissile() will automatically select a missile for a specific ship. It uses the missile_role shipdata.plist key to find out which missiles to select. As with the system populator, there's a small chance that missiles other than the missile_role specified in shipdata will be selected.&lt;br /&gt;
e.g.&lt;br /&gt;
 this.ship.awardEquipment(this.ship.selectNewMissile())&lt;br /&gt;
will automatically add the 'right type' of missile to a ship, i.e. one that its captain would normally choose. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setAI&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''setAI'''(AIName : String)&lt;br /&gt;
Set the current AI, leaving the old one suspended. Equivalent to the &amp;lt;code&amp;gt;[[AI_methods|setAITo]]:&amp;lt;/code&amp;gt; AI method. May not be used on player.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#AI|AI]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#switchAI|switchAI()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#exitAI|exitAI()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setEquipmentStatus&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.74}}&lt;br /&gt;
 function '''setEquipmentStatus'''(equipmentKey : String, statusKey : String)&lt;br /&gt;
Changes the status of the given piece of equipment from the ship. The two only valid status keys are &amp;lt;code&amp;gt;&amp;quot;EQUIPMENT_OK&amp;quot;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;quot;EQUIPMENT_DAMAGED&amp;quot;&amp;lt;/code&amp;gt;. (was before 1.74 only available to the player)&lt;br /&gt;
&lt;br /&gt;
'''See also''': &amp;lt;code&amp;gt;[[#equipmentStatus|equipmentStatus()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setScript&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.71}}&lt;br /&gt;
 function '''setScript'''(scriptName : String)&lt;br /&gt;
Set, or completely replace, the javascript code associated to a ship entity.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;spawn&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.71}}&lt;br /&gt;
 function '''spawn'''(role : String [, count : Number]) : Array&lt;br /&gt;
Attempts to create &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt; (maximum: 64) ships of role &amp;lt;code&amp;gt;role&amp;lt;/code&amp;gt; close to the ship – specifically, inside the ship’s collision radius. (Since creating ships may fail, the number created may be less than &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;). The created ships are returned in an array. If &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt; is not specified, one will be assumed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;spawn()&amp;lt;/code&amp;gt; is intended for cases when a ship splits into multiple parts or drops parts. In particular, it has the following special behaviour:&lt;br /&gt;
* The spawned ships inherit most of the temperature of the parent.&lt;br /&gt;
* If the parent is a missile and a child has the &amp;lt;code&amp;gt;[[shipdata.plist#is_submunition|is_submunition]]&amp;lt;/code&amp;gt; property, the child will be considered a missile, its target will be set to that of the parent and the child’s owner will be set to the parent.&lt;br /&gt;
* &amp;lt;code&amp;gt;spawn()&amp;lt;/code&amp;gt; does not set up escorts for the new ships, or generate witchspace effects, or do any special AI handling.&lt;br /&gt;
&lt;br /&gt;
spawn() has a bunch of special semantics. In particular:&lt;br /&gt;
&lt;br /&gt;
    * The generated ships have a random position inside the parent ship’s collision radius, and initially face outwards.&lt;br /&gt;
    * The generated ships inherit 85 % of the parent’s temperature.&lt;br /&gt;
    * If the parent is a missile and the spawned ship has the is_submunition property set, the spawned ship inherits the parent’s owner and target and is flagged as a missile. (Special case for smarter&lt;br /&gt;
      cluster missiles)&lt;br /&gt;
    * Unlike addShip family methods, spawn() does not set up escorts, and does not handle auto-selection of trade routes and witchspace jump effects when it happens near a wormhole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short, spawn() is the right thing if bits are falling off or out of a ship, and wrong for everything else.&lt;br /&gt;
=== &amp;lt;code&amp;gt;spawnOne&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.71}}&lt;br /&gt;
 function '''spawnOne'''(role : String) : Ship&lt;br /&gt;
Convenience method which calls &amp;lt;code&amp;gt;[[#spawn|spawn]](role)&amp;lt;/code&amp;gt; and returns the first element of the resulting array, or &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; if &amp;lt;code&amp;gt;spawn()&amp;lt;/code&amp;gt; fails.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;switchAI&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''switchAI'''(AIName : String)&lt;br /&gt;
Set the current AI, exiting the old one. Equivalent to the &amp;lt;code&amp;gt;[[AI_methods|switchAITo]]:&amp;lt;/code&amp;gt; AI method. May not be used on player.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#AI|AI]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#setAI|setAI()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#exitAI|exitAI()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_System&amp;diff=13561</id>
		<title>Oolite JavaScript Reference: System</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Oolite_JavaScript_Reference:_System&amp;diff=13561"/>
		<updated>2009-07-29T23:55:48Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* &amp;lt;code&amp;gt;pseudoRandom255&amp;lt;/code&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''Prototype:''' &amp;lt;code&amp;gt;Object&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Subtypes:''' none&lt;br /&gt;
&lt;br /&gt;
The '''&amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt;''' class represents the current system. There is always one &amp;lt;code&amp;gt;System&amp;lt;/code&amp;gt; object, available through the global propery &amp;lt;code&amp;gt;system&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Attempts to change system properties are ignored in interstellar space (i.e., the place you end up in after a witchspace malfunction).&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;allShips&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.70}}&lt;br /&gt;
 '''allShips''' : Array (read-only)&lt;br /&gt;
A list of the ships in the system. If there are none, an empty list.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#shipsWithPrimaryRole|shipsWithPrimaryRole]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#shipsWithRole|shipsWithRole]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#entitiesWithScanClass|entitiesWithScanClass]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#filteredEntities|filteredEntities]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''description''' : String (read/write)&lt;br /&gt;
The description of the current system, as seen on the planet info screen.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;economy&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''economy''' : Number (integer, read/write)&lt;br /&gt;
The type of economy in the current system, ranging from 0 (Rich Industrial) to 7 (Poor Agricultural). (See also: &amp;lt;code&amp;gt;[[#economyDescription|economyDescription]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;economyDescription&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''economyDescription''' : String (read-only)&lt;br /&gt;
A description of the economy type, for example, “Mostly Industrial”. (See also: &amp;lt;code&amp;gt;[[#economy|economy]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;goingNova&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''goingNova''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the system’s sun is in the process of going nova, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. ('''To do''': this should be a propery of the sun.) (See also: &amp;lt;code&amp;gt;[[#goneNova|goneNova]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#setSunNova|setSunNova()]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;goneNova&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''goneNova''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the system’s sun hase gone nova, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise. ('''To do''': this should be a propery of the sun.) (See also: &amp;lt;code&amp;gt;[[#goingNova|goingNova]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#setSunNova|setSunNova()]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;government&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''government''' : Number (read/write, integer)&lt;br /&gt;
The type of government in the current system, ranging from 0 (Anarchy) to 7 (Corporate State). (See also: &amp;lt;code&amp;gt;[[#governmentDescription|governmentDescription]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;governmentDescription&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''governmentDescription''' : String (read-only)&lt;br /&gt;
A description of the government type, for example, “Democracy”. (See also: &amp;lt;code&amp;gt;[[#government|government]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;ID&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 ID : Number (integer, read-only)&lt;br /&gt;
A number identifying the system. 0 to 255, or -1 for interstellar space. Equivalent to &amp;lt;code&amp;gt;planet_number&amp;lt;/code&amp;gt; in plist scripts.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;info&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''info''' : String (write-only)&lt;br /&gt;
Overwrites existing info of the current system the player is in. As properties it uses the [[planetinfo.plist]] keys. e.g.&lt;br /&gt;
 &amp;lt;code&amp;gt;System.info.description = &amp;quot;This is a dull planet.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
sets the description of the current planet  to &amp;quot;This is a dull planet.&amp;quot; (added with Oolite 1.72)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;inhabitantsDescription&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''inhabitantsDescription''' : String (read/write)&lt;br /&gt;
The description of the inhabitants of the current system, such as “Slimy Blue Frogs”.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;isInterstellarSpace&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.70}}&lt;br /&gt;
 '''isInterstellarSpace''' : Boolean (read-only)&lt;br /&gt;
&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if the current system is in interstellar space, &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;mainPlanet&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.70}}&lt;br /&gt;
 '''mainPlanet''' : [[Oolite JavaScript Reference: Planet|Planet]] (read-only)&lt;br /&gt;
The system’s main planet, or &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; if there is none.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;mainStation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.70}}&lt;br /&gt;
 '''mainStation''' : [[Oolite JavaScript Reference: Station|Station]] (read-only)&lt;br /&gt;
The system’s main station, or &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; if there is none.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;planets&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.70}}&lt;br /&gt;
 '''planets''' : Array (read-only)&lt;br /&gt;
A list of the planets in the system. If there are none, an empty list.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;population&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''population''' : Number (integer, read/write)&lt;br /&gt;
The population of the current system.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;productivity&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''productivity''' : Number (integer, read/write)&lt;br /&gt;
The productivity of the current system.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;pseudoRandom100&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''pseudoRandom100''' : Number (integer, read)&lt;br /&gt;
A random number between 0 and 99 that is always the same for a given system.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;pseudoRandom256&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''pseudoRandom256''' : Number (integer, read)&lt;br /&gt;
A random number between 0 and 255 that is always the same for a given system.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;sun&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-prop-added|1.70}}&lt;br /&gt;
 '''sun''' : [[Oolite JavaScript Reference: Sun|Sun]] (read-only)&lt;br /&gt;
The system’s sun, or &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; if there is none.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;techLevel&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''techLevel''' : Number (integer, read/write)&lt;br /&gt;
The technology level of the current system, ranging from 0 to 15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Methods ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;addMoon&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''addMoon'''(planetInfoKey : String)&lt;br /&gt;
Adds a moon to the system, using the specified entry in ''[[planetinfo.plist]]''. A moon is the same as a planet, except that it has no atmosphere. (See also: &amp;lt;code&amp;gt;[[#addPlanet|addPlanet()]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;addPlanet&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''addPlanet'''(planetInfoKey : String)&lt;br /&gt;
Adds a planet to the system, using the specified entry in ''[[planetinfo.plist]]''. (See also: &amp;lt;code&amp;gt;[[#addMoon|addMoon()]]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;countShipsWithRole&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''countShipsWithRole'''(role : String) : Number (integer)&lt;br /&gt;
Returns the number of ships with the specified role in the system; Counts not only the primary role the ship is added with but all roles a ship can have. Specially useful for counting a group of ships linked together with a common but not used role.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;countShipsWithPrimaryRole&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''countShipsWithPrimaryRole'''(role : String) : Number (integer)&lt;br /&gt;
Returns the number of ships with the specified primary role in the system; equivalent to checkForShips: in plist scripts. (added with Oolite 1.72)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;entitiesWithScanClass&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.70}}&lt;br /&gt;
 function '''entitiesWithScanClass'''(scanClass : String [, relativeTo : [[Oolite JavaScript Reference: Entity|Entity]] [, range : Number]]) : Array&lt;br /&gt;
A list of the entities in the system whose scan class is &amp;lt;code&amp;gt;scanClass&amp;lt;/code&amp;gt;. If &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; is specified, the list will be sorted in order of proximity to &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; (i.e., the first element of the list is closest). If &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; is also specified, entities further than &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; metres from &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; will be excluded. If no matching entities are found, an empty array is returned.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#shipsWithPrimaryRole|shipsWithPrimaryRole]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#shipsWithRole|shipsWithRole]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#filteredEntities|filteredEntities]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;filteredEntities&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.70}}&lt;br /&gt;
 function '''filteredEntities'''(this : Object, predicate : Function [, relativeTo : [[Oolite JavaScript Reference: Entity|Entity]] [, range : Number]]) : Array&lt;br /&gt;
A list of the entities for which &amp;lt;code&amp;gt;predicate&amp;lt;/code&amp;gt; returns &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. If &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; is specified, the list will be sorted in order of proximity to &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; (i.e., the first element of the list is closest). If &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; is also specified, entities further than &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; metres from &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; will be excluded. If no matching entities are found, an empty array is returned.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
 this.findIdlePoliceInScannerRange = function() &lt;br /&gt;
 { &lt;br /&gt;
     function isIdlePolice(entity) &lt;br /&gt;
     { &lt;br /&gt;
         return entity.isShip &amp;amp;&amp;amp; entity.isPolice &amp;amp;&amp;amp; !entity.target &lt;br /&gt;
     } &lt;br /&gt;
     &lt;br /&gt;
     return system.filteredEntities(this, isIdlePolice, player, 25600) &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#shipsWithPrimaryRole|shipsWithPrimaryRole]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#shipsWithRole|shipsWithRole]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#entitiesWithScanClass|entitiesWithScanClass]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;infoForSystem&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''infoForSystem'''(galaxyNumber: Integer, systemID : Integer) (write-only)&lt;br /&gt;
Overwrites existing info of the given system. As properties it uses the [[planetinfo.plist]] keys. e.g.&lt;br /&gt;
 System.infoForSystem(0, 55).description = &amp;quot;This is a dull planet.&amp;quot;&lt;br /&gt;
sets the description of planet nr 55 in galaxy 0 to his is a dull planet.&amp;quot; (added with Oolite 1.72.1)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;legacy_addShips etc.&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''legacy_addShips'''(role : String, count : Number)&lt;br /&gt;
 function '''legacy_addSystemShips'''(role : String, count : Number, position : Number)&lt;br /&gt;
 function '''legacy_addShipsAt'''(role : String, count : Number, coordscheme : String, where : [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]])&lt;br /&gt;
 function '''legacy_addShipsAtPrecisely'''(role : String, count : Number, coordscheme : String, where : [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]])&lt;br /&gt;
 function '''legacy_addShipsWithinRadius'''(role : String, count : Number, coordScheme : String, where : [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]], radius : Number)&lt;br /&gt;
 function '''legacy_spawnShip'''(shipDataKey : String)&lt;br /&gt;
Various ways of causing ships to appear. Each of these corresponds to a legacy scripting method. For more info about the coordscheme, look at [[oolite coordinate systems]]. A new, more flexible &amp;lt;code&amp;gt;addShips()&amp;lt;/code&amp;gt; function will supersede all of them.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' &amp;lt;code&amp;gt;legacy_addShipsWithinRadius&amp;lt;/code&amp;gt; does not work in Oolite 1.70, but has been fixed for Oolite 1.71. &amp;lt;code&amp;gt;legacy_spawn&amp;lt;/code&amp;gt;, previously listed here, never worked as intended and has been replaced with &amp;lt;code&amp;gt;Ship.[[Oolite JavaScript Reference: Ship#spawn|spawn]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;sendAllShipsAway&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''sendAllShipsAway'''()&lt;br /&gt;
Makes all ships hyperspace out of the system.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setSunNova&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''setSunNova'''(secondsUntilNova : Number)&lt;br /&gt;
Sets the system’s sun to go nova after the specified time interval.	Time is specified in [[Time scales in Oolite#Game real time|game real time]].&lt;br /&gt;
Deprecated since 1.72 in favour of: system.sun.goNova()&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shipsWithPrimaryRole&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.70}}&lt;br /&gt;
 function '''shipsWithPrimaryRole'''(role : String [, relativeTo : [[Oolite JavaScript Reference: Entity|Entity]] [, range : Number]]) : Array&lt;br /&gt;
A list of the entities in the system whose [[Oolite JavaScript Reference: Ship#primaryRole|primary role]] is &amp;lt;code&amp;gt;role&amp;lt;/code&amp;gt;. If &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; is specified, the list will be sorted in order of proximity to &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; (i.e., the first element of the list is closest). If &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; is also specified, entities further than &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; metres from &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; will be excluded. If no matching entities are found, an empty array is returned.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#shipsWithRole|shipsWithRole]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#entitiesWithScanClass|entitiesWithScanClass]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#filteredEntities|filteredEntities]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;shipsWithRole&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.70}}&lt;br /&gt;
 function '''shipsWithRole'''(role : String [, relativeTo : [[Oolite JavaScript Reference: Entity|Entity]] [, range : Number]]) : Array&lt;br /&gt;
A list of the entities in the system whose [[Oolite JavaScript Reference: Ship#roles|role set]] contains &amp;lt;code&amp;gt;role&amp;lt;/code&amp;gt;. If &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; is specified, the list will be sorted in order of proximity to &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; (i.e., the first element of the list is closest). If &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; is also specified, entities further than &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; metres from &amp;lt;code&amp;gt;relativeTo&amp;lt;/code&amp;gt; will be excluded. If no matching entities are found, an empty array is returned.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &amp;lt;code&amp;gt;[[#shipsWithRole|shipsWithRole]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#entitiesWithScanClass|entitiesWithScanClass]]()&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#filteredEntities|filteredEntities]]()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;systemIDForName&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''systemIDForName'''(systemName : String)  : Integer&lt;br /&gt;
Returns the ID number of a system in the current galaxy based on the system name)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;systemNameForID&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''systemNameForID'''(systemID : Integer)  : String&lt;br /&gt;
Returns the name of a system in the current galaxy based on the given ID number)&lt;br /&gt;
&lt;br /&gt;
[[Category: Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Your_Ad_Here!&amp;diff=13341</id>
		<title>Your Ad Here!</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Your_Ad_Here!&amp;diff=13341"/>
		<updated>2009-06-27T08:45:19Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* Download Link */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Download Link===&lt;br /&gt;
&lt;br /&gt;
[http://sancho.dk/oolite/yaw.zip''Download Ver 3 (Basic package)''] Version for all oolite versions below 1.72.1. '''It includes set A to D'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/ya_set_E.zip''Download Set E for Ver 3''] You must first install the basic package of version 3 &amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/ya_set_F.zip''Download Set F for Ver 3''] You must first install the basic package of version 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://sancho.dk/oolite/Yaw_V4.zip''Download Ver 4''] Version for oolite 1.72.1 and above. This version has significant improvements and bug fixes from version 3. The most profound of the improvements is that the original box-style convenience store dockable bases have been replaced with variants of the original Griff trade outpost,but due to the use of JS and shaders for the new constores it is only compatible from version 1.72.1 and above '''It includes all sets from A to F'''&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:FuelCollectorV0.03oxp.zip&amp;diff=10599</id>
		<title>File:FuelCollectorV0.03oxp.zip</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:FuelCollectorV0.03oxp.zip&amp;diff=10599"/>
		<updated>2008-08-19T20:46:40Z</updated>

		<summary type="html">&lt;p&gt;Frame: Equipment, read readme file in umbrella map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Equipment, read readme file in umbrella map&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:BountyScannerV1.03.zip&amp;diff=10598</id>
		<title>File:BountyScannerV1.03.zip</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:BountyScannerV1.03.zip&amp;diff=10598"/>
		<updated>2008-08-19T20:01:14Z</updated>

		<summary type="html">&lt;p&gt;Frame: Equipment adds bounty information to missile target reticle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Equipment adds bounty information to missile target reticle&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:BountyScannerV1.02.zip&amp;diff=10565</id>
		<title>File:BountyScannerV1.02.zip</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:BountyScannerV1.02.zip&amp;diff=10565"/>
		<updated>2008-08-17T12:20:12Z</updated>

		<summary type="html">&lt;p&gt;Frame: Equipment for Oolite: adds bounty information to the target reticle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Equipment for Oolite: adds bounty information to the target reticle&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:FuelCollectorv0.02oxp.zip&amp;diff=10561</id>
		<title>File:FuelCollectorv0.02oxp.zip</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:FuelCollectorv0.02oxp.zip&amp;diff=10561"/>
		<updated>2008-08-16T16:44:57Z</updated>

		<summary type="html">&lt;p&gt;Frame: The Fuel Collector v0.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fuel Collector v0.2&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:BountyScannerOXP_1.01.zip&amp;diff=10551</id>
		<title>File:BountyScannerOXP 1.01.zip</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:BountyScannerOXP_1.01.zip&amp;diff=10551"/>
		<updated>2008-08-13T16:54:08Z</updated>

		<summary type="html">&lt;p&gt;Frame: Equipment , adds bounty information to Players target missile box..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Equipment , adds bounty information to Players target missile box..&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:BountyScannerOXP.zip&amp;diff=10549</id>
		<title>File:BountyScannerOXP.zip</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:BountyScannerOXP.zip&amp;diff=10549"/>
		<updated>2008-08-12T15:09:19Z</updated>

		<summary type="html">&lt;p&gt;Frame: For Oolite 1.71, Equipment that adds Bounty information to that missile targetbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For Oolite 1.71, Equipment that adds Bounty information to that missile targetbox&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:FuelCollector.oxp.zip&amp;diff=10443</id>
		<title>File:FuelCollector.oxp.zip</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:FuelCollector.oxp.zip&amp;diff=10443"/>
		<updated>2008-07-25T12:39:09Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Rock_Hermit_Locator&amp;diff=7204</id>
		<title>Rock Hermit Locator</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Rock_Hermit_Locator&amp;diff=7204"/>
		<updated>2007-07-24T23:56:42Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock Hermit Locator is an add on Equipement for your Vessel.. It is especially usefull for miners and Traders since Rock hermits are allways in an asteroid field, and Rock Hermits have good prices on certain commodities...&lt;br /&gt;
&lt;br /&gt;
Download it here&lt;br /&gt;
&lt;br /&gt;
[http://home20.inet.tele.dk/dp1974/Rock_Hermit_Locator1.1.oxp.zip ''Rock Hermit Locator'']&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Rock_Hermit_Locator&amp;diff=7203</id>
		<title>Rock Hermit Locator</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Rock_Hermit_Locator&amp;diff=7203"/>
		<updated>2007-07-24T23:55:40Z</updated>

		<summary type="html">&lt;p&gt;Frame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock Hermit Locator is an add on Equipement for your Vessel.. It is especially usefull for miners and Traders since Rock hermits are allways in an asteroid field, and Rock Hermits have good prices on certain items...&lt;br /&gt;
&lt;br /&gt;
Download it here&lt;br /&gt;
&lt;br /&gt;
[http://home20.inet.tele.dk/dp1974/Rock_Hermit_Locator1.1.oxp.zip ''Rock Hermit Locator'']&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Rock_Hermit_Locator&amp;diff=7202</id>
		<title>Rock Hermit Locator</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Rock_Hermit_Locator&amp;diff=7202"/>
		<updated>2007-07-24T23:53:55Z</updated>

		<summary type="html">&lt;p&gt;Frame: New page: The Rock Hermit Locator is an add on Equipement for your Vessel.. It is especially usefull for miners and Traders since Rock hermits are allways in an asteroid field, and Rock Hermits have...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rock Hermit Locator is an add on Equipement for your Vessel.. It is especially usefull for miners and Traders since Rock hermits are allways in an asteroid field, and Rock Hermits have good prices on certain items...&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=OXP&amp;diff=7201</id>
		<title>OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=OXP&amp;diff=7201"/>
		<updated>2007-07-24T23:52:07Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* Table of all OXPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are OXPs? ==&lt;br /&gt;
&lt;br /&gt;
[[Image:oolite-oxp-icon.png|128px|right|OXP icon]]&lt;br /&gt;
An '''OXP''' (Oolite eXpansion Pack) is an enhancement to the game [[Oolite]]. Typically, an OXP is downloaded as a ZIP file, which is expanded and placed in Oolite's AddOns folder. On the Mac the OXP itself is a folder which takes the form of the icon shown here. On Windows the OXP appears as a normal folder ending &amp;quot;.oxp&amp;quot;.  An OXP could be a new game object (such as a ship, space station or a moon), a mission, or a combination of several elements. OXPs can use all of the facilities of Oolite, including some that are not used in the standard, unexpanded game. Oolite will only read an OXP if you place the .oxp folder in Oolite's AddOns folder.&lt;br /&gt;
&lt;br /&gt;
== Downloading OXPs ==&lt;br /&gt;
&lt;br /&gt;
On this page you will find download links to all the OXPs. Most OXPs can also be found at [http://oosat.alioth.net The Oolite Satellite Resource Site] or the older [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Captain Hack OoSat Site]).&lt;br /&gt;
&lt;br /&gt;
Please note however that neither of these sites have been updated for a long time, nor will they be. All updating is now done on this page of the Wiki. You should use the link shown on this page to get the latest version of the OXP. For example, the versions of Assassins.oxp, Ionics.oxp, Thargoid Wars.oxp and Spyhunter.oxp on the Captain Hack site are old versions (and contain bugs). The links on this page will take you to the latest versions.&lt;br /&gt;
&lt;br /&gt;
The download will create a .ZIP file. Unzip it and a new folder will appear. Open this folder and you will see a folder ending .oxp and usually a README file. Move the folder ending .oxp into the Oolite AddOns folder. Next time you load up Oolite the new features added by the OXP will be added to the game. Do read the README file, as this will tell you what the OXP does.&lt;br /&gt;
&lt;br /&gt;
Below you will see a table of all the OXPs set out in alphabetical order. The link in the first column will take you to a Wiki Page giving you information on the OXP and a download link. If no Wiki page is currently available for the OXP, the link will take you directly to a download link.&lt;br /&gt;
&lt;br /&gt;
The links in the next column will take you to Wiki Pages giving information on ships or stations added by the OXP. Many of the Mission OXPs will contain lots of other ships, stations or weapons that are not listed here. The Wiki only gives information on the Ships listed in the galaxy wide &amp;quot;Jane's Spacecraft&amp;quot;. Many military, criminal and corporate powers do not make information on the craft they build or use available to the galactic public! Below the table are all the OXPs broken down by category.&lt;br /&gt;
&lt;br /&gt;
== Table of all OXPs ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;border: 1px solid  #cfcfbf; background-color: #f0f0ff; padding: .5em 1em 1em; cellpadding: 0; cellspacing: 0; color: #000000; vertical-align: top; text-align: left;&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Information / Download !! Ships !! Stations !! Short Description&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Aegidian's_Specials|Aegidian's Specials]]&lt;br /&gt;
| [[Mussurana]]&lt;br /&gt;
[http://wiki.alioth.net/index.php/Asp_%28Oolite%29#Notable_features Asp Mk II Special]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The powerful Mussurana and an improved Asp.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/x-ships.oxp.zip ''Aegidian's X-Ships'']&lt;br /&gt;
| [[Python_ET_Special|Python ET Special]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Mk.2_%28Oolite%29|Cobra Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Taipan]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. An improved Python, the experimental Cobra Mk II and the fearsome Taipan.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/E5Amigasoundpack01oxp.zip ''Amiga Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set, based on the sound set used in the Amiga version of the original Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/?q=node/93 ''Anarchies V 0.1'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature. Hacker Outposts can be found in the higher tech anarchy systems, the criminals willing to clear a fugitive's legal record. For a price of course!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/aphidv2.oxp_.zip ''Aphid Escort Service'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the stylish Aphid escort service.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/att1.zip ''Armoured Transport Type 1'']&lt;br /&gt;
| [[Gaundlet_Armoured_Transport_Type1|Gaundlet Armoured Transport Type 1]]&lt;br /&gt;
&lt;br /&gt;
[[Gaundlet_Armoured_Escort_Viper|Gaundlet Armoured Escort Viper]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Convoys of well armed craft ferry gold and other valuables through the space lanes. Only a pirate with an Iron Ass would dream of attempting a robbery!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[The Assassins Guild OXP|Assassins Guild V1.2]]&lt;br /&gt;
| [[Deamon_Cruiser|Deamon Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Mongoose]]&lt;br /&gt;
&lt;br /&gt;
[[Nemesis]]&lt;br /&gt;
&lt;br /&gt;
[[Scorpion_Frigate|Scorpion Frigate]]&lt;br /&gt;
|[[Navy Station]]&lt;br /&gt;
| [[Oolite_Missions#The_Assassins_Guild|Mission]]. 21 missions involving murder to order in Galaxy 7, available to experienced Commanders amoral enough to gain admittance to the sinister [[Powers_and_Organisations#The_Assassins_Guild|Assassins Guild]]. Updated from the versions on Oosat1 &amp;amp; Oosat2.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/AteroidStorm2.zip ''Asteroid Storm'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature / [[Oolite_Missions#Asteroid_Storm|Mission]]. Adds lots of different types of Asteroids to the Universe. A [[Oolite_Missions#Asteroid_Storm|Mission]] is also included, well suited to a novice Commander. A well known station in Galaxy 1 comes under threat from a large asteroid strike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/bandersnatch.zip ''Bandersnatch'']&lt;br /&gt;
|[[Bandersnatch]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a pirate capital vessel armed with plasma turrets.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/z2ahfudnt3 ''Bank of the Black Monks'']&lt;br /&gt;
| [[Black_Monk_Gunship|Black Monk Gunship]]&lt;br /&gt;
| [[Black_Monk_Monastary|Black Monk Monastary]]&lt;br /&gt;
| Feature / [[Oolite_Missions#Bank_of_the_Black_Monks|Mission]]. Monks aboard well armed stations appear in advanced systems. Loans are offered, defaulters will be exterminated! Updated from the version on Oosat2.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Behemoth.zip ''Behemoth'']&lt;br /&gt;
| [[Behemoth]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a dockable Navy Cruiser. Updated from the version on Oosat1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:BoomslangWIP.zip|''Boomslang'']]&lt;br /&gt;
| [[Boomslang]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a mid-range multi-role ship. Used by pirates and traders alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/seosu.zip ''Capisastra'']&lt;br /&gt;
| [[Capisastra_Defender|Capisastra Defender]]&lt;br /&gt;
&lt;br /&gt;
[[Capisastra_Hauler|Capisastra Hauler]]&lt;br /&gt;
&lt;br /&gt;
[[Capisastra_Warrior|Capisastra Warrior]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Capisatra pirates appear in Galaxy 4.  [[Capisastra_OXP|More Information]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:Cargo_wrecks_teaser_v1.2.zip|''Cargo &amp;amp; Wrecks'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cargo. Adds lots of different types of cargo canisters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/clearskies.oxp_.zip ''Clear Skies'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Utility. Reduces nebula effects. Handy if your system is finding it hard to run Oolite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/ChoppedCobra.zip ''Cobra 3.5 (chopped Cobra)'']&lt;br /&gt;
| [[Cobra_3.5|Cobra Mk 3.5]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A slightly faster and tougher variation on the Classic Cobra Mk III, at the price of a reduced cargo bay.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/CobraClipper.zip ''Cobra Clipper SAR'']&lt;br /&gt;
| [[Cobra_Clipper_SAR|Cobra Clipper SAR]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A custom Cobra Mk III to rescue stranded Commanders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/cobra3njx.zip ''Cobra Mk III Njx'']&lt;br /&gt;
| [[Cobra_III_NjX|Cobra III NjX]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A faster, tougher variation on the Classic Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/commies.zip ''Commies'']&lt;br /&gt;
| [[Ray_Mk.I|Ray Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Giant_Ray|Giant Ray]]&lt;br /&gt;
&lt;br /&gt;
[[Astro_Mines|Mining Pods]]&lt;br /&gt;
&lt;br /&gt;
[[Astro_Mines|Scavenger Rays]]&lt;br /&gt;
&lt;br /&gt;
[[Sturgeon_Mk.I|Sturgeon Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Worker%27s_Commuter|Worker's Commuter]]&lt;br /&gt;
&lt;br /&gt;
| [[Astro_Mines|Astro Mines]]&lt;br /&gt;
&lt;br /&gt;
[[CZGF|Collective Zero-G Factory]]&lt;br /&gt;
&lt;br /&gt;
[[SLAPU|Solar Laboratory and Production Unit]]&lt;br /&gt;
|Ships / Stations. Commie systems have their own police forces, transports, stations and miners.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/pLists/hud.plist ''Compact HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Condor'']&lt;br /&gt;
| [[Condor]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A very powerful police and Navy Cruiser.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/CustomSounds.zip ''Custom Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set. The largest of the currently available sound sets, this pack replaces or adds over 40 sounds, featuring additional music and extensive use of a calm female computer voice to warn the Commander of alarming events.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/custpaint1.zip ''Custom Paint Jobs'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Classic Elite Ships appear with custom paint jobs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/dwcobra3HiRes.zip ''Dark Wheel Cobra''] -&lt;br /&gt;
([http://oosat.alioth.net/files/dwcobra3.zip alternative lo-end version])&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. A custom Cobra Mk III model, as seen on the cover of the Elite Manual.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/Deposed.zip ''Deposed'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Deposed|Mission]]. A series of missions set in Galaxy 4 for an experienced Commander.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Diso.zip ''Diso'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Planets. Extra planets and stations are added to the Diso system.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''Dr HUD'' [http://sancho.dk/oolite/Dr_HUD_Cmk3.zip Cobra Mk III version], [http://sancho.dk/oolite/Dr_HUD.zip Custom version]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Dredger.zip ''Deep Space Dredger'']&lt;br /&gt;
| [[Sabre]]&lt;br /&gt;
| [[Deep_Space_Dredger|Deep Space Dredger]]&lt;br /&gt;
|Ships / Stations. Adds dockable Space Dredgers to the space lanes, defended by a squad of Saber fighters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
|[http://www.fileden.com/files/2007/2/12/766318/OXPs/Dictators%20v1.2.zip ''Dictators'']&lt;br /&gt;
| [[Imperial_Censor|Imperial Censor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Freighter|Imperial Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Lictor|Imperial Lictor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Quaestor|Imperial Quaestor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Tanker|Imperial Tanker]]&lt;br /&gt;
&lt;br /&gt;
[[Junta_Enforcer|Junta Enforcer]]&lt;br /&gt;
&lt;br /&gt;
[[Revolutionary_Guard|Revolutionary Guard]]&lt;br /&gt;
| [[Imperial_AstroFactory|Imperial AstroFactory]]&lt;br /&gt;
| Ships / Stations. Dictatorship systems gain their own police forces, supply craft and stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/eagle2.zip ''Eagle Mk II'']&lt;br /&gt;
| [[Eagle_Mk_II|Eagle Mk II]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds the Eagle Long Range Fighter in several versions.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Mark a position in space by deploying a pylon mounted beacon. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Executive%20SpaceWays%20v2.1.zip ''Executive Spaceways'']&lt;br /&gt;
| [[Delta_Long-Range_Escort|Delta Long-Range Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Gemini_Escort|Gemini Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Starseeker_Personal_Shuttle|Starseeker Personal Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[Strelka_CruiseLiner|Strelka Cruise Liner]]&lt;br /&gt;
&lt;br /&gt;
[[Trident_Executive_Shuttle|Trident Executive Shuttle]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds the Executive SpaceWays fleet of ships. Commanders may consult the [[Executive_SpaceWays|Executive SpaceWays Sales Brochure]] for further details.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/External%20Views.zip ''External Views'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Utility. Adds better outside views to all the Classic Elite Ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Falcon'']&lt;br /&gt;
| [[Falcon_%28Oolite%29|Falcon]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a powerful Star Wars style Falcon, used by pirates and traders alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/farstar.oxp.zip ''Far Star'']&lt;br /&gt;
| [[Far_Star_Murderer|Far Star Murderer]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A mid-range fighter / trader, with a fair sized cargo bay.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/ferdelance_ng.oxp.zip ''Fer de Lance NG'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a more powerful version of the Fer de Lance with several custom paint jobs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/ferdepai.oxp_.zip ''Ferdepai'']&lt;br /&gt;
| [[Ferdepai]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a new fighter / trader to Galaxy 2.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/FighterHud.zip ''Fighter HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Firewasp.zip ''Firewasp'']&lt;br /&gt;
| [[Firewasp]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A fast interceptor.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[[Freaky Thargoids OXP|Freaky Thargoids]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[shaders in Oolite|Shader]] example, requires Oolite 1.69. With this OXP installed, Thargoids will use the new Shaders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/fsr.zip ''Frog Space Rickshaw'']&lt;br /&gt;
| [[Frog_Space_Rickshaw|Frog Space Rickshaw]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a chatty space taxi service to the safer systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.fileden.com/files/2007/2/12/766318/Fuel%20Tank%20v2.0.zip ''Fuel Tank'']&lt;br /&gt;
|[[Fuel Tank]]&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Mounts in place of a missile, to top up 3 light years of fuel.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Media:genship.zip|Generation Ships]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. The mythical Generation Ships appear from time to time.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/globestations.zip ''Globe Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Globe_station|Globe Station]]&lt;br /&gt;
| Stations. A new type of station appears at advanced systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/greekshipset1.zip ''Greek Ships'']&lt;br /&gt;
| [[Penelope_Class_Freighter|Penelope Class Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Telemachus_Class_Escort|Telemachus Class Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Ulysses_Class_Interceptor|Ulysses Class Interceptor]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large trade ship and escorts. Sometimes also used by pirates.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/griffin2.oxp.zip ''Griffin Mk.II]&lt;br /&gt;
| [[Griffin_Two_%28Oolite%29|Griffin Two]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Griffin Mk II from ArcElite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/GrittyCoriolis.oxp.zip ''Gritty Coriolis'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Stations. The Corolis Station gets a more detailed texture.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:halsis.zip|''Hal's Hot Sister'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sound Set, featuring a female cockpit voice.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/boyracers.zip ''Hatchling Boyracers'']&lt;br /&gt;
| [[BoyRacer|Boy Racer]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The talkative (and often insulting) Boyracers appear in the more advanced systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/Herald.zip ''Herald'']&lt;br /&gt;
| [[Herald_Military_Gunboat|Herald Military Gunboat]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A powerful police and Navy interceptor.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/tugs.zip ''Hognose Tugships'']&lt;br /&gt;
| [[Hognose]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The chatty tug ships can be seen towing broken down ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/HoOpy.zip ''HOopy Casino'']&lt;br /&gt;
|&lt;br /&gt;
|[[HoOpy Casino]]&lt;br /&gt;
|Stations. HoOpy Casinos appear near the station in advanced systems. Commanders who chose to dock can win or lose credits in games of chance.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Icarus (Oolite)|Icarus]]&lt;br /&gt;
| [[Icarus (Oolite)|Icarus]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Icarus Light Trader from [[Seldar Shipyards]]. A small fighter / trader based on blueprints from the lost Solice system.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/illicit_unlock.oxp.zip ''Illicit Unlock'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Utility. Allows the player to fly all the Classic Elite Ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Imperial_Courier_%28Oolite%29|Imperial Courier]]&lt;br /&gt;
| [[Imperial_Courier_%28Oolite%29|Imperial Courier]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The powerful Imperial Courier from Frontier, constructed by [[Seldar Shipyards]]. Updated from the version on Oosat1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[[Media:Ionics-1.2.1.oxp.zip|Ionics]]''&lt;br /&gt;
| [[Ionics_Funnelweb|Ionics Funnelweb]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Huntsman|Ionics Huntsman]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Redback|Ionics Redback]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Whitetail|Ionics Whitetail]]&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Ionics|Mission]]. A series of missions set in Galaxy 2 featuring the Ionics Company of Zaria. [[Ionics_OXP|More Information here.]] Updated from the version on Oosat1. Make sure you use this version, as the version on Oosat1 has a bug making one of the missions impossible to complete!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/ixianships.oxp.zip ''Ixian Omnibus'']&lt;br /&gt;
| [[Ixian_Battle_Cruiser|Ixian Battle Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Bezerka|Ixian Bezerka]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Freighter_MK1|Ixian Freighter Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Gunship|Ixian Gunship]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_No-Ship_Mark_I|Ixian No-Ship Mk I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A set of ships from Dune. Used by pirates and traders alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/jabberwocky.zip ''Jabberwocky'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the powerful Jabberwocky fighter / trader.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[[JavaScript test OXP|JavaScript test]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Scripting Oolite with JavaScript|JavaScript scripting]] example, requires Oolite 1.68.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Kestrel'']&lt;br /&gt;
| [[Kestrel]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. An interceptor used by the Police and Navy, but also available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/kleptohud.oxp.zip ''Klepto-HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Lave.zip ''Lave'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Planets. Gives the Lave System a make-over adding all the features described in The Dark Wheel to the game.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Media:Llama.zip|Llama]]&lt;br /&gt;
| [[Llama]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Llama fighter / trader. Updated from the version of Oosat1 to fix a small bug.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/longway.oxp.zip ''Long Way Around'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#The_Longway_Mission|Mission]]. A transport mission well suited to the novice in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Longshot.zip ''Longshot'']&lt;br /&gt;
| [[Longshot]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Longshot fighter / trader, regarded by many as a cheaper alternative to the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/lovecats.oxp_.zip ''Lovecats'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Love_Cats|Mission]]. Love and betrayal amongst the feline races of Galaxy 4. A fast ship, fuel injectors, fuel scoops and a hard heart are advised before you tangle with these cats!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/mPakRedux.zip ''M-Pack (rusties)'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds rusty versions of all the Classic Elite ships. Bargain basement prices, although these old bangers are in a poor condition compared to a brand new model. Engines may be worn out reducing maximum speeds and shield generators are frequently held together with duck-tape. When you try to trade one of these old rust buckets in at the shipyards, you may also find that the trade-in value is reduced. None the less, they are cheap and can still haul cargo between the stars.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/manta.oxp_.zip ''Manta'']&lt;br /&gt;
| [[Manta]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Manta light escort craft.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/marett_vol1.zip ''Marett Space Corporation'']&lt;br /&gt;
| [[Adder_Mk_II|Adder Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Mosquito_Trader|Mosquito Trader]]&lt;br /&gt;
&lt;br /&gt;
[[Mosquito_Sport|Mosquito Sport]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A collection of fighters and medium traders from Marett Space Corps.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/megawalnutdash.oxp.zip ''Mega-Walnut Dashboard'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Merlin'']&lt;br /&gt;
| [[Merlin_%28Oolite%29|Merlin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. An interceptor used by the Police and Navy, but also available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:MildAudio.oxp.zip|''MildAudio'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Military.zip ''Military Fiasco'']&lt;br /&gt;
| [[Basilisk]]&lt;br /&gt;
&lt;br /&gt;
[[Hydra]]&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]&lt;br /&gt;
&lt;br /&gt;
[[Rattle_Cutter|Rattle Cutter]]&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Military_Fiasco|Mission]]. A mission for the Navy available to a Commander with more than 1,000 kills. Also equips the Navy with powerful cruisers. You must use the Updated version of [http://oosat.alioth.net/files/Murgh-Xships.zip ''Murgh's X-Ships''] to play this OXP.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/gwxstations.oxp.zip ''Military Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Military_station|Military Station]]&lt;br /&gt;
|Stations. Well armed Military Stations appear in the more advanced systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Stingray.zip ''Military Stingray'']&lt;br /&gt;
| [[Stingray_%28Oolite%29|Stingray]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Military Stingray to the GalCop Navy fleet. Second hand versions are sometimes available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/MilHUDv2.zip ''Milspec HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/missionaries.zip ''Missionaries'']&lt;br /&gt;
| [[Happy_Eye_Pulpit_Pod|Happy Eye Pulpit Pod]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Clerics of four faiths are added to the Universe, spamming Commanders with requests to worship their Gods.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/monument.zip ''Monument'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. A monument to famous Commanders can sometimes be seen near the Sun.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/morrigan.zip ''Morrigan'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a vast trade ship to the Universe.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds2.zip ''Murgh's Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Murgh-Xships.zip ''Murgh's X-Ships'']&lt;br /&gt;
| [[Bandy-Bandy]]&lt;br /&gt;
&lt;br /&gt;
[[Chuckwalla]]&lt;br /&gt;
&lt;br /&gt;
[[Eel_Rapier|Eel Rapier]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast courier craft and two light escort ships are added. Updated from the version on Oosat1. You MUST use this version for the [http://oosat.alioth.net/files/Military.zip ''Military Fiasco''] Mission to run properly!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Navy Starships'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Arms the Navy with powerful cruisers including a docakable Star Trek style Starship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/newships.oxp.zip ''New Ships'']&lt;br /&gt;
| [[Hamadryad]]&lt;br /&gt;
&lt;br /&gt;
[[Josher]]&lt;br /&gt;
&lt;br /&gt;
[[Naga]]&lt;br /&gt;
&lt;br /&gt;
[[Ringhals]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a variety of mining and trade ships seen in previous versions of Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/hud_ng.oxp.zip ''NG HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/nuvipers.zip ''Nu Vipers'']&lt;br /&gt;
| [[GalCop_Viper_Mark_II|GalCop Viper Mark II]]&lt;br /&gt;
[[GalCop_Viper_Cruiser|GalCop Viper Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Increases the types of Viper patrol ships appearing in the space lanes and defending Stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/nuke.zip ''Nuclear Torpedo'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Adds a powerful, but slow moving, missile.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/oldships.zip ''Old Ships'']&lt;br /&gt;
| [[Bushmaster_Miner|Bushmaster Miner]]&lt;br /&gt;
&lt;br /&gt;
[[Cat_%28Oolite%29|Cat (Cougar)]]&lt;br /&gt;
&lt;br /&gt;
[[Chameleon_%28Oolite%29|Chameleon]]&lt;br /&gt;
&lt;br /&gt;
[[Ghavial_%28Oolite%29|Ghavial]]&lt;br /&gt;
&lt;br /&gt;
[[Iguana_%28Oolite%29|Iguana]]&lt;br /&gt;
&lt;br /&gt;
[[Monitor_%28Oolite%29|Monitor]]&lt;br /&gt;
&lt;br /&gt;
[[Ophidian_%28Oolite%29|Ophidian]]&lt;br /&gt;
&lt;br /&gt;
[[Salamander_%28Oolite%29|Salamander]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A collection of ships from ArcElite and Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/Oo-Haul.zip ''Oo-Haul'']&lt;br /&gt;
| [[L-Crate_Hauler|L-Crate Hauler]]&lt;br /&gt;
|&lt;br /&gt;
|[[Oolite_Missions#Oo-haul_Escort_Missions|Mission]]. Vast corporate bulk haulers can be seen in the space lanes. Commanders with a respectable Elite rating who chose to dock with a [[Pi-42]] base may also be offered missions to escort one of these haulers safely to its destination. You must also install the [http://sancho.dk/oolite/yaw.zip ''Your Ad Here!''] OXP for this OXP to work properly.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/8sclm59k58#main ''Orb'']&lt;br /&gt;
| [[Orb]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a new alien race, which may (or may not) help GalCop in the battle against the Thargoids.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/Ore_processor.zip ''Ore Processor'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Ore_Processor|Equipment]]. When mounted to a ships fuel scoop systems extracts valuable materials from asteroid fragments. A must for any Commander working as a miner.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/outrider.zip ''Outrider'']&lt;br /&gt;
| [[Outrider_%28Oolite%29|Outrider]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A medium fighter produced by the [[Taranis Corporation HQ (Oolite)|Taranis Corporation]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Pallas'']&lt;br /&gt;
| [[Pallas]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast but lightly shielded fighter.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Pelamis.zip ''Pelamis'']&lt;br /&gt;
| [[Pelamis]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Pelamis trade ship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Phoenix.zip ''Phoenix'']&lt;br /&gt;
| [[Phoenix]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A strange ship, built from salvaged parts from various Serpent Class ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/pirate_coves.zip ''Pirate Coves'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Pirate_Coves|Mission]]. Some rock hermits in the more dangerous systems have been taken over by pirates. Traders coming too close are likely to be assaulted by scrambled pirates keen to relive them of their cargo.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/piratetraps.oxp.zip ''Pirate Traps'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. To combat piracy GalCop sometimes deploys dummies of trade ships. Pirates who fire on them have their details transmitted to the police and face large fines.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/PTI.zip ''Pteradyne Technologies Ships''] - ([http://oosat.alioth.net/files/PTI_bugfix11.zip ''bug fix''])&lt;br /&gt;
| [[Excalibur]]&lt;br /&gt;
[[Paladin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A powerful combat ship, the Excalibur is offered for sale on the open market. The Paladin is the even tougher Military version, although sometimes these ships fall into the wrong hands.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/pcc.oxp.zip ''Python Class Cruiser]&lt;br /&gt;
| [[Python_Class_Cruiser|Python Class Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large powerful trade ship, which can also hold its own in battle.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[[Media:Python_Class_Cruiser.oxp.zip|Python Class Cruiser version 2.6]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| As above, but features [[shaders in Oolite|Shaders]]. Shaders require Oolite 1.69 or later.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/racers.oxp.zip ''Racers'']&lt;br /&gt;
|[[Chicaneer Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Chicaneer Mk IV]]&lt;br /&gt;
&lt;br /&gt;
[[Dragster Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Dragster Mk II]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds dedicated racing ships to the Universe. Although very fast, these ships are pure racers with no cargo bays and light shields. The focus on pure speed make them ill-suited to combat or trading roles.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/RingPod.zip ''Racing Rings'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Adds Racing Rings to the Galaxy 1 systems of Lave and Zanoce. Fly through the rings in order and completing the race circuit will transmit the competitors time.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/RoC.oxp.zip ''Remorse of Conscience'']&lt;br /&gt;
| [[Remorse_Of_Conscience_v2|Remorse Of Conscience]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A trade ship that can hold its own in combat. A good upgrade from the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/RenegadesV3.zip ''Renegade Pirates'']&lt;br /&gt;
|[[Piracy|Renegade Pirates]]&lt;br /&gt;
|&lt;br /&gt;
|Ships / Feature. Adds rare very well armed pirate versions of Classic Elite ships to the more lawless  systems. These pirates carry high bounties, but their multiple lasers and plasma cannons will make mince-meat of a young Jameson. Do not install this OXP until you have an Iron Ass! &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/RVandGS.zip ''Renegade Viper + Grass Snake]&lt;br /&gt;
|[[Renegade Viper]]&lt;br /&gt;
&lt;br /&gt;
[[Grass Snake]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Sometimes even GalCops are victims of crime, finding their Vipers stolen from the docking berth. The joy-rider gives the stolen viper a new lick of paint and joins a pirate fleet. Large bounties are paid for ridding the space lanes of these thieves. The Grass Snake is a trade ship with a large hold, often used by pirates.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://home20.inet.tele.dk/dp1974/Rock_Hermit_Locator1.1.oxp.zip ''Rock Hermit Locator'']&lt;br /&gt;
|[[Rock Hermit Locator]]&lt;br /&gt;
|&lt;br /&gt;
|Equipment. The Rock Hermit Locator is a piece of equipment for your ship to locate Rock Hermits.. Usefull for miners and Traders.. You need to allready have bought the advanced space compas that works in tandem with the RTL (&amp;quot;Rock Hermit Locator&amp;quot;).&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Saleza%20Aeronautics%20v2.0.zip ''Saleza Aeronautics'']&lt;br /&gt;
| [[Bellatrix_Cruiser|Bellatrix Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Rigel_Bomber|Rigel Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[Saiph_Interceptor|Saiph Interceptor]]&lt;br /&gt;
|&lt;br /&gt;
|Ships / Feature. High Tech Corporate States gain their own patrol craft. Some of these ships are also available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/santa_v2.zip ''Santa''] - ([http://oosat.alioth.net/files/Santa.zip alternative lo-end version])&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Just for fun adds a (very rare) Santa Sledge to the space lanes escorted by plasma gun toting reindeer space bikers! &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/black_baron.zip ''Scourge of the Black Baron'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#The_Scourge_of_the_Black_Baron|Mission]]. A sequel to the [http://capnhack.com/hosting/oolite/Oolite/OXPs/longway.oxp.zip ''Long Way Around''] mission, featuring combat and transport missions. Well suited to a novice in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/s-ships1.zip ''Selezen's S-Ships'']&lt;br /&gt;
| [[GalCop_SWAT_Viper|GalCop SWAT Viper]]&lt;br /&gt;
&lt;br /&gt;
[[Oresrian_Trader|Oresrian Trader]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. In response to increasing piracy GalCop has introduced the SWAT Viper, a beefed up version of the standard Viper. Also adds the peaceful Oresrian Trader.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[[Shady Cobra OXP|Shady Cobra]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. A [[shaders in Oolite|Shader]] example (requires Oolite 1.69 or later). Replaces the normal model for the Cobra Mk III with one featuring the new Shaders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/All-Stars_0.zip ''Skrounk All-Stars Limited'']&lt;br /&gt;
| [[All_Stars_Large_Freighter|All Stars Large Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Seymour_Class_Sled|Seymour Class Sled]]&lt;br /&gt;
&lt;br /&gt;
[[Starbelly_Class_Sled|Starbelly Class Sled]]&lt;br /&gt;
&lt;br /&gt;
[[Starhawk|Star Hawk]]&lt;br /&gt;
&lt;br /&gt;
[[Starwolf_Mark_I|Starwolf Mk I]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A set of ships featuring a large trade ship and a variety of fighters and escorts.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/snark.zip ''Snark'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. The Snark is a powerful fighter / trader, often used by pirates and bounty hunters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Spearhead.zip ''Spearhead Interceptor Mk.I'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. A pure fighter, fast and nippy but with a weak shield, no cargo bay and can be a twitchy bird to fly. Often used as an escort or part of a pirate fleet acting in a hit an run role.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Spyhunter.zip ''Spy Hunter'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Spyhunter|Mission]]. A mission for the Galactic Navy available to a Commander with a rating of 'Dangerous' or above. Spys from the Empire sometimes infiltrate GalCop space. Commanders wishing to volunteer for hunting duties should visit the Navy base at Inines in Galaxy 1. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/StarWars.zip ''Star Wars Ships'']&lt;br /&gt;
| [[A-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[B-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[Lambdashuttle|Lambda Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[Tie-Fighter]]&lt;br /&gt;
&lt;br /&gt;
[[Tie-Interceptor]]&lt;br /&gt;
&lt;br /&gt;
[[X-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[Y-Wing]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a set of ships from the Star Wars Universe to Oolite. Tie Fighters are occasionally used by GalCop to support Viper patrols, but all ships are available on the open market and may be used by traders, pirates and bounty hunters alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[http://www.schmucker-info.homepage.t-online.de/ Sung's Detailed Textures]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Not available for download at present. The Link will take you to the author's web-site. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/sunskimmers.zip ''Sunskimmers'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Normally in Oolite ships tend to stick to the space lanes and so are rarely encountered on the way to the Sun. This OXP adds ships to the sun / planet corridor increasing the chance of meeting other ships whilst sun-skimming. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/supercobra.oxp.zip ''Supercobra'']&lt;br /&gt;
| [[SuperCobra]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The awesome Super Cobra. A beefed up version of the Cobra Mk III featuring larger engines, more cargo space and stronger shields.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Swift'']&lt;br /&gt;
| [[Swift]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. As the name implies, a very fast ship often used by pirates or bounty hunters. Although fast, cargo space is limited and the shield is nominal.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Taranis.zip ''Taranis Corporation HQ'']&lt;br /&gt;
|&lt;br /&gt;
| [[Taranis_Corporation_HQ_%28Oolite%29|Taranis Corporation HQ]]&lt;br /&gt;
| [[Oolite_Missions#Taranis|Mission]]. Adds the vast orbital [[Taranis_Corporation_HQ_%28Oolite%29|Taranis Corporation HQ]] to the Lerelace system in Galaxy 1. A mission is also available for law abiding Commanders with a rating of Competent or better.  You must also have the [http://oosat.alioth.net/files/outrider.zip ''Outrider''] OXP installed for this OXP to work properly.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/Shield-tail.zip ''Teretrurus Mk.I'']&lt;br /&gt;
| [[Teretrurus_Mk.I|Teretrurus Mk I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader somewhat faster and tougher than the Cobra Mk III, but with a smaller cargo bay.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Terrapin.zip ''Terrapin Trader'']&lt;br /&gt;
| [[Terrapin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader. A good upgrade from the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Tescoura.zip ''Tesoura'']&lt;br /&gt;
| [[Tesoura]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader, often used by pirates but also suited to a trading or bounty hunting role.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Thargoid_CarrierV1.zip ''Thargoid Carrier'']&lt;br /&gt;
| [[Thargoid_Carrier|Thargoid Carrier]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Arms the Thargoids with a vast carrier capital vessel. Many OXPs increase the fire-power available to the GalCop Navy. If you chose to play with these OXPs installed, then you should really give the Bugs a chance and allow them access to this mighty craft!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Thargoid_Wars|Thargoid Wars]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#ThargoidWars|Mission]]. War with the Thargoids intensifies featuring new attack and defense missions. To avoid young Jamesons being out-gunned, the OXP missions will run in all Galaxies except Galaxy 1. Updated from the version on Oosat1. It is important that you use the updated version as the old version will clash with many other missions.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Thorgorn%20Threat.zip ''Thorgorn Threat'']&lt;br /&gt;
| [[Terroriser_Frigate|Terroriser Frigate]]&lt;br /&gt;
&lt;br /&gt;
[[Thargoid_Thargorn_Battleship|Thargoid Thargorn Battleship]]&lt;br /&gt;
&lt;br /&gt;
[[Thargoid_Thorgon_Cruiser|Thargoid Thorgon Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Redresses the game imbalance caused by the number of OXPs arming the Navy with warships. These Thargoid carft are very powerful and re-establish the Thargoid's place as a threat to mankind. Best played with the Behemoth OXP installed, for epic space battles.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/tianve_v01.zip ''Tianve Pulsar'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Planets. Adds a pulsar to the Galaxy 1 system of Tianve. A Station orbits the pulsar and fleets of pleasure liners can be seen taking tourists on flights around the pulsar.  &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Tiger.zip ''Tiger'']&lt;br /&gt;
| [[Tiger_Mark_I|Tiger Mark I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A truly awesome (and very expensive) multi-role craft. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/TGY.zip ''Tionisla Orbital Graveyard]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Adds the graveyard to the Galaxy 1 system of Tionisla, as described in the Dark Wheel. Long dead Commanders are buried in their rusting ships amongst monuments, Stars of David, Crucifixes and other religious symbols. Security patrols will make short work of any Commander foolish enough to desecrate the tombs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/tori.zip ''Torus Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Torus_station|Torus Station]]&lt;br /&gt;
|Stations. Adds a vast 2001 style space station to very high tech level systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Trans-Hab.zip ''Trans-Hab Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Transhab_station|Transhab Station]]&lt;br /&gt;
|Stations. Adds a large station with rotating arms to some medium tech level systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/transports.zip ''Transports'']&lt;br /&gt;
| [[CoachWhip]]&lt;br /&gt;
&lt;br /&gt;
[[Coral]]&lt;br /&gt;
&lt;br /&gt;
[[Woma]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds more variety to the game. Passenger liners can be seen in the space lanes of the safer systems transporting paying customers to their destinations. Large Woma fuel tankers can also be seen bringing much need fuel to space stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/UrutaMK3.zip ''Urutu Mk.III'']&lt;br /&gt;
| [[Urutu_Mk.III|Urutu Mk III]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader from Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/UrutaMK4.zip ''Urutu Mk.IV'']&lt;br /&gt;
| [[Urutu_Mk.IV|Urutu Mk IV]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader from Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.purgatori.net/Isis_Interstellar.htm ''Vampire'']&lt;br /&gt;
| [http://www.purgatori.net/Isis_Interstellar.htm Vampire]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Purgatori Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs. A Military version is used by the police, but several civilian versions of the ship are also available on the open market. Clicking the download link will take you to the sales broacher, where you can inspect further particulars and download the OXP.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Velocity_OXP|Velocity]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast fighter ship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/weeviloid2.zip ''Weeviloid'']&lt;br /&gt;
| [[Weeviloid_Hunter|Weeviloid Hunter]]&lt;br /&gt;
[[Weeviloid_Scoutship|Weeviloid Scoutship]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The scout-ship is a light trade ship. The hunter is a fearsome multi-gunned war ship. Little is known about the Weeviloids and many Commanders meeting them have found them hostile. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds.zip ''Wiggy's Replacement Sounds]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/wolfmk2.zip ''Wolf Mk.II]&lt;br /&gt;
| [[Wolf_Mk.2_%28Oolite%29|Wolf Mk II]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the powerful Wolf Mk II, as seen in ArcElite. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/wolfs_variants.zip ''Wolfwood's Variants'']&lt;br /&gt;
| [[Asp_Mk.I|Asp Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Courier|Cobra Courier]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Rapier|Cobra Rapier]]&lt;br /&gt;
&lt;br /&gt;
[[Drake]]&lt;br /&gt;
&lt;br /&gt;
[[Drake_Mk_II|Drake Mk II]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large selection of traders and fighters based on models seen in Classic versions of Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds3.zip ''Xaotik's Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/yaw.zip ''Your Ad Here!'']&lt;br /&gt;
|&lt;br /&gt;
| [[Pi-42]]&lt;br /&gt;
&lt;br /&gt;
[[Tescoo_Oxpress|Tescoo Oxpress]]&lt;br /&gt;
|Feature. This OXP adds a lot of variety to the Universe. Witch-point and navigation beacons are replaced with giant bill boards displaying adverts. Over 150 different graphical adverts are featured. The OXP also adds the Pi-42 and Tescoo Oxpress dockable bases to the space lanes of the safer systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==All OXPs by Category==&lt;br /&gt;
&lt;br /&gt;
===Sound Sets===&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/E5Amigasoundpack01oxp.zip ''Amiga Replament Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/CustomSounds.zip ''Custom Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:halsis.zip|Hal's Hot Sister]] (female cockpit voice)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds2.zip ''Murgh's Replacement Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds.zip ''Wiggy's Replacement Sounds]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds3.zip ''Xaotik's Replacement Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:MildAudio.oxp.zip|MildAudio]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative HUDs===&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/pLists/hud.plist ''Compact HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
''Dr HUD'' [http://sancho.dk/oolite/Dr_HUD_Cmk3.zip Cobra Mk.III version], [http://sancho.dk/oolite/Dr_HUD.zip Custom version]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/megawalnutdash.oxp.zip ''Mega-Walnut Dashboard'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/FighterHud.zip ''Fighter HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/kleptohud.oxp.zip ''Klepto-HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/hud_ng.oxp.zip ''NG HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/MilHUDv2.zip ''Milspec HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dockable Objects===&lt;br /&gt;
[http://www.box.net/public/z2ahfudnt3 ''Bank of the Black Monks'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Dredger.zip ''Deep Space Dredger'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/globestations.zip ''Globe Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/GrittyCoriolis.oxp.zip ''Gritty Coriolis'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/HoOpy.zip ''HoOpy Casino'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/gwxstations.oxp.zip ''Military Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/tori.zip ''Torus Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Trans-Hab.zip ''Trans-Hab Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Taranis.zip ''Taranis Corporation HQ'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on the Stations appearing in Oolite can be found [[Oolite Stations|here]].&lt;br /&gt;
&lt;br /&gt;
===Customisations by Government===&lt;br /&gt;
[http://oosat.alioth.net/?q=node/93 ''Anarchies V 0.1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/commies.zip ''Commies'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.fileden.com/files/2007/2/12/766318/OXPs/Dictators%20v1.2.zip ''Dictators'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other System Objects===&lt;br /&gt;
[http://oosat.alioth.net/files/Diso.zip ''Diso'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Lave.zip ''Lave'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/pirate_coves.zip ''Pirate Coves'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/piratetraps.oxp.zip ''Pirate Traps'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/tianve_v01.zip ''Tianve Pulsar'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/TGY.zip ''Tionisla Orbital Graveyard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/yaw.zip ''Your Ad Here!'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
''[[The Assassins Guild OXP|Assassins Guild V1.2]]''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/AteroidStorm2.zip ''Asteroid Storm'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/Deposed.zip ''Deposed'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/images/7/7a/Ionics-1.2.1.oxp.zip ''Ionics v.1.2.1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/longway.oxp.zip ''Long Way Around'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/lovecats.oxp_.zip ''Lovecats'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Military.zip ''Military Fiasco'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/Oo-Haul.zip ''Oo-Haul'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Taranis.zip ''Taranis Corporation HQ'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thargoid_Wars|Thargoid Wars]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/black_baron.zip ''Scourge of the Black Baron'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Spyhunter.zip ''Spy Hunter'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on the numerous Oolite Missions can be found [[Oolite Missions|here]].&lt;br /&gt;
&lt;br /&gt;
===Ship Systems===&lt;br /&gt;
[http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/External%20Views.zip ''External Views'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fuel Tank|Fuel Tank]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/nuke.zip ''Nuclear Torpedo'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/Ore_processor.zip ''Ore Processor'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://home20.inet.tele.dk/dp1974/Rock_Hermit_Locator1.1.oxp.zip  ''Rock Hermit Locator'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ships and Ship Variants===&lt;br /&gt;
&lt;br /&gt;
More information on the Ships appearing in Oolite can be found [[Oolite Ships|here]].&lt;br /&gt;
&lt;br /&gt;
[[Aegidian's_Specials|Aegidian's Specials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/x-ships.oxp.zip ''Aegidian's X-Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/aphidv2.oxp_.zip ''Aphid Escort Service'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/att1.zip ''Armoured Transport Type 1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/bandersnatch.zip ''Bandersnatch'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Behemoth.zip ''Behemoth'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:BoomslangWIP.zip|Boomslang]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/seosu.zip ''Capisastra'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:Cargo_wrecks_teaser_v1.2.zip|''Cargo &amp;amp; Wrecks'']]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/clearskies.oxp_.zip ''Clear Skies'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ChoppedCobra.zip ''Cobra 3.5 (chopped Cobra)'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/CobraClipper.zip ''Cobra Clipper SAR'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/cobra3njx.zip ''Cobra Mk.III Njx'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Condor'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/custpaint1.zip ''Custom Paint Jobs'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/dwcobra3HiRes.zip ''Dark Wheel Cobra''] - ([http://oosat.alioth.net/files/dwcobra3.zip alternative lo-end version])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/eagle2.zip ''Eagle Mk.II'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Executive%20SpaceWays%20v2.1.zip ''Executive Spaceways'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Falcon'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/farstar.oxp.zip ''Far Star'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/ferdelance_ng.oxp.zip ''Fer de Lance NG'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ferdepai.oxp_.zip ''Ferdepai'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Firewasp.zip ''Firewasp'']&amp;lt;br&amp;gt;&lt;br /&gt;
''[[Freaky Thargoids OXP|Freaky Thargoids]]'' ([[shaders in Oolite|shader]] example, requires Oolite 1.69)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/fsr.zip ''Frog Space Rickshaw'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:genship.zip|Generation Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/greekshipset1.zip ''Greek Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/griffin2.oxp.zip ''Griffin Mk.II]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/boyracers.zip ''Hatchling Boyracers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/Herald.zip ''Herald'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/tugs.zip ''Hognose Tugships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/index.php/Icarus_%28Oolite%29 ''Icarus'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/illicit_unlock.oxp.zip ''Illicit Unlock'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/impcourier.zip ''Imperial Courier'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/ixianships.oxp.zip ''Ixian Omnubus'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/jabberwocky.zip ''Jabberwocky'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Kestrel'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:Llama.zip|Llama]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Longshot.zip ''Longshot'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/mPakRedux.zip ''M-Pack (rusties)'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/manta.oxp_.zip ''Manta'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/marett_vol1.zip ''Marett Space Corporation'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Merlin'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/missionaries.zip ''Missionaries'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/monument.zip ''Monument'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/morrigan.zip ''Morrigan'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Murgh-Xships.zip ''Murgh's X-Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Navy Starships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/newships.oxp.zip ''New Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/nuvipers.zip ''Nu Vipers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/oldships.zip ''Old Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/8sclm59k58#main ''Orb'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/outrider.zip ''Outrider'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Pallas'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Pelamis.zip ''Pelamis'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Phoenix.zip ''Phoenix'']&amp;lt;br&amp;gt;&lt;br /&gt;
''Plannets''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/PTI.zip ''Pteradyne Technologies Ships''] - ([http://oosat.alioth.net/files/PTI_bugfix11.zip ''bug fix''])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/pcc.oxp.zip ''Python Class Cruiser]&amp;lt;br&amp;gt;&lt;br /&gt;
''[[Media:Python Class Cruiser.oxp.zip|Python Class Cruiser version 2.6]]'' (Includes shaders which require Oolite 1.69 or later)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/racers.oxp.zip ''Racers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/RingPod.zip ''Racing Rings'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/RoC.oxp.zip ''Remorse of Conscience'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/RenegadesV3.zip ''Renegade Pirates''] (Wait until you have an Iron Ass before installing this OXP!)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/RVandGS.zip ''Renegade Viper + Grass Snake]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Saleza%20Aeronautics%20v2.0.zip ''Saleza Aeronautics'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/santa_v2.zip ''Santa''] - ([http://oosat.alioth.net/files/Santa.zip alternative lo-end version])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/s-ships1.zip ''Selezen's S-Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
''[[Shady Cobra OXP|Shady Cobra]]''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/All-Stars_0.zip ''Skrounk All-Stars Limited'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/snark.zip ''Snark'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Spearhead.zip ''Spearhead Interceptor Mk.I'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/StarWars.zip ''Star Wars Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
''[http://www.schmucker-info.homepage.t-online.de/ Sung's Detailed Textures]''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/sunskimmers.zip ''Sunskimmers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/supercobra.oxp.zip ''Supercobra'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Swift'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/Shield-tail.zip ''Teretrurus Mk.I'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Terrapin.zip ''Terrapin Trader'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Tescoura.zip ''Tesoura'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Thargoid_CarrierV1.zip ''Thargoid Carrier'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Thorgorn%20Threat.zip ''Thorgorn Threat'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Tiger.zip ''Tiger'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/transports.zip ''Transports'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/UrutaMK3.zip ''Urutu Mk.III'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/UrutaMK4.zip ''Urutu Mk.IV'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.purgatori.net/Isis_Interstellar.htm ''Vampire'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Velocity_OXP|Velocity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/weeviloid2.zip ''Weeviloid'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/wolfmk2.zip ''Wolf Mk.II]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/wolfs_variants.zip ''Wolfwood's Variants'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installing an OXP ==&lt;br /&gt;
Unzip the OXP and place it in the folder named '''AddOns'''. Sometimes the zipped files contain several folders, make sure you only copy the folder -or file for Macintoshes- ending with '''.oxp''' into the AddOns folder. This folder is found in different locations, depending on the platform:&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
Found in the folder that contains the Oolite application. &lt;br /&gt;
&lt;br /&gt;
'''Troubleshooting:''' If you get an error saying &amp;quot;The item could not be moved because &amp;quot;AddOns&amp;quot; cannot be modified&amp;quot;, that can happen if you weren't the user that installed Oolite.&lt;br /&gt;
The solution is to put the OXP's of your choice in '''~/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/''' instead (you may need to create this folder). &lt;br /&gt;
The error could also be triggered because you’re running from the disk image, you’ll need to copy the game somewhere else. Having done so, if you still get the error, use the Get Info command on the AddOns folder, open the Ownership &amp;amp; Permissions pane and check that it says You Can: Read &amp;amp; Write.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
If the game was installed system-wide, it is in '''/usr/lib/Oolite/AddOns'''.  If it was installed just for the currently logged in user, it will be in the user's home directory, in '''$HOME/.local/lib/Oolite/AddOns''' except Debian systems.  Debian changes the folder locations to '''$HOME/.Oolite/Addons.''', '''$HOME/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/''' and '''/usr/lib/GNUstep/System/Applications/AddOns.'''  This, hopefully, solves many a Debian users dilemma of where to put the OXPs.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
If the installable package was used (post Jan 06) then the AddOns folder needs to be created in '''C:\Programs Files\Oolite'''. Note that this applies if the default installation location is used. If the install location is changed then use the path to the Oolite folder that correspnds to your installation. &lt;br /&gt;
If the GNUStep dedicated versions (pre-Jan 2006) is used, then the AddOns folder must be created in the oolite.app folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After unzipping the file, make sure that it is ''the'' OXP folder that put into the AddOns directory - some zipped OXPs can contain a top level folder with a readMe file, and the actual OXP folder is a level further down. If this is the case, move the item with the '''.oxp''' extension into the AddOns folder.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
If you purchase a ship that is an OXP ship and save the game, you will only be able to load that commander as long as this OXP is installed in AddOns. If it's not, Oolite will give you an error instead of trying to load the commander.&lt;br /&gt;
&lt;br /&gt;
== Creating an OXP ==&lt;br /&gt;
&lt;br /&gt;
It is intended to be easy to create expansion packs. With a few simple [[List_of_software|tools]], a player can make small or big changes, and customize the gaming experience.&lt;br /&gt;
&lt;br /&gt;
* [[OXP howto|How to make OXPs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Factual]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=OXP&amp;diff=7200</id>
		<title>OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=OXP&amp;diff=7200"/>
		<updated>2007-07-24T23:22:17Z</updated>

		<summary type="html">&lt;p&gt;Frame: /* Ship Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are OXPs? ==&lt;br /&gt;
&lt;br /&gt;
[[Image:oolite-oxp-icon.png|128px|right|OXP icon]]&lt;br /&gt;
An '''OXP''' (Oolite eXpansion Pack) is an enhancement to the game [[Oolite]]. Typically, an OXP is downloaded as a ZIP file, which is expanded and placed in Oolite's AddOns folder. On the Mac the OXP itself is a folder which takes the form of the icon shown here. On Windows the OXP appears as a normal folder ending &amp;quot;.oxp&amp;quot;.  An OXP could be a new game object (such as a ship, space station or a moon), a mission, or a combination of several elements. OXPs can use all of the facilities of Oolite, including some that are not used in the standard, unexpanded game. Oolite will only read an OXP if you place the .oxp folder in Oolite's AddOns folder.&lt;br /&gt;
&lt;br /&gt;
== Downloading OXPs ==&lt;br /&gt;
&lt;br /&gt;
On this page you will find download links to all the OXPs. Most OXPs can also be found at [http://oosat.alioth.net The Oolite Satellite Resource Site] or the older [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Captain Hack OoSat Site]).&lt;br /&gt;
&lt;br /&gt;
Please note however that neither of these sites have been updated for a long time, nor will they be. All updating is now done on this page of the Wiki. You should use the link shown on this page to get the latest version of the OXP. For example, the versions of Assassins.oxp, Ionics.oxp, Thargoid Wars.oxp and Spyhunter.oxp on the Captain Hack site are old versions (and contain bugs). The links on this page will take you to the latest versions.&lt;br /&gt;
&lt;br /&gt;
The download will create a .ZIP file. Unzip it and a new folder will appear. Open this folder and you will see a folder ending .oxp and usually a README file. Move the folder ending .oxp into the Oolite AddOns folder. Next time you load up Oolite the new features added by the OXP will be added to the game. Do read the README file, as this will tell you what the OXP does.&lt;br /&gt;
&lt;br /&gt;
Below you will see a table of all the OXPs set out in alphabetical order. The link in the first column will take you to a Wiki Page giving you information on the OXP and a download link. If no Wiki page is currently available for the OXP, the link will take you directly to a download link.&lt;br /&gt;
&lt;br /&gt;
The links in the next column will take you to Wiki Pages giving information on ships or stations added by the OXP. Many of the Mission OXPs will contain lots of other ships, stations or weapons that are not listed here. The Wiki only gives information on the Ships listed in the galaxy wide &amp;quot;Jane's Spacecraft&amp;quot;. Many military, criminal and corporate powers do not make information on the craft they build or use available to the galactic public! Below the table are all the OXPs broken down by category.&lt;br /&gt;
&lt;br /&gt;
== Table of all OXPs ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;border: 1px solid  #cfcfbf; background-color: #f0f0ff; padding: .5em 1em 1em; cellpadding: 0; cellspacing: 0; color: #000000; vertical-align: top; text-align: left;&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Information / Download !! Ships !! Stations !! Short Description&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Aegidian's_Specials|Aegidian's Specials]]&lt;br /&gt;
| [[Mussurana]]&lt;br /&gt;
[http://wiki.alioth.net/index.php/Asp_%28Oolite%29#Notable_features Asp Mk II Special]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The powerful Mussurana and an improved Asp.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/x-ships.oxp.zip ''Aegidian's X-Ships'']&lt;br /&gt;
| [[Python_ET_Special|Python ET Special]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Mk.2_%28Oolite%29|Cobra Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Taipan]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. An improved Python, the experimental Cobra Mk II and the fearsome Taipan.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/E5Amigasoundpack01oxp.zip ''Amiga Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set, based on the sound set used in the Amiga version of the original Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/?q=node/93 ''Anarchies V 0.1'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature. Hacker Outposts can be found in the higher tech anarchy systems, the criminals willing to clear a fugitive's legal record. For a price of course!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/aphidv2.oxp_.zip ''Aphid Escort Service'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the stylish Aphid escort service.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/att1.zip ''Armoured Transport Type 1'']&lt;br /&gt;
| [[Gaundlet_Armoured_Transport_Type1|Gaundlet Armoured Transport Type 1]]&lt;br /&gt;
&lt;br /&gt;
[[Gaundlet_Armoured_Escort_Viper|Gaundlet Armoured Escort Viper]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Convoys of well armed craft ferry gold and other valuables through the space lanes. Only a pirate with an Iron Ass would dream of attempting a robbery!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[The Assassins Guild OXP|Assassins Guild V1.2]]&lt;br /&gt;
| [[Deamon_Cruiser|Deamon Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Mongoose]]&lt;br /&gt;
&lt;br /&gt;
[[Nemesis]]&lt;br /&gt;
&lt;br /&gt;
[[Scorpion_Frigate|Scorpion Frigate]]&lt;br /&gt;
|[[Navy Station]]&lt;br /&gt;
| [[Oolite_Missions#The_Assassins_Guild|Mission]]. 21 missions involving murder to order in Galaxy 7, available to experienced Commanders amoral enough to gain admittance to the sinister [[Powers_and_Organisations#The_Assassins_Guild|Assassins Guild]]. Updated from the versions on Oosat1 &amp;amp; Oosat2.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/AteroidStorm2.zip ''Asteroid Storm'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Feature / [[Oolite_Missions#Asteroid_Storm|Mission]]. Adds lots of different types of Asteroids to the Universe. A [[Oolite_Missions#Asteroid_Storm|Mission]] is also included, well suited to a novice Commander. A well known station in Galaxy 1 comes under threat from a large asteroid strike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/bandersnatch.zip ''Bandersnatch'']&lt;br /&gt;
|[[Bandersnatch]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a pirate capital vessel armed with plasma turrets.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/z2ahfudnt3 ''Bank of the Black Monks'']&lt;br /&gt;
| [[Black_Monk_Gunship|Black Monk Gunship]]&lt;br /&gt;
| [[Black_Monk_Monastary|Black Monk Monastary]]&lt;br /&gt;
| Feature / [[Oolite_Missions#Bank_of_the_Black_Monks|Mission]]. Monks aboard well armed stations appear in advanced systems. Loans are offered, defaulters will be exterminated! Updated from the version on Oosat2.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Behemoth.zip ''Behemoth'']&lt;br /&gt;
| [[Behemoth]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a dockable Navy Cruiser. Updated from the version on Oosat1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:BoomslangWIP.zip|''Boomslang'']]&lt;br /&gt;
| [[Boomslang]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a mid-range multi-role ship. Used by pirates and traders alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/seosu.zip ''Capisastra'']&lt;br /&gt;
| [[Capisastra_Defender|Capisastra Defender]]&lt;br /&gt;
&lt;br /&gt;
[[Capisastra_Hauler|Capisastra Hauler]]&lt;br /&gt;
&lt;br /&gt;
[[Capisastra_Warrior|Capisastra Warrior]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Capisatra pirates appear in Galaxy 4.  [[Capisastra_OXP|More Information]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:Cargo_wrecks_teaser_v1.2.zip|''Cargo &amp;amp; Wrecks'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cargo. Adds lots of different types of cargo canisters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/clearskies.oxp_.zip ''Clear Skies'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Utility. Reduces nebula effects. Handy if your system is finding it hard to run Oolite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/ChoppedCobra.zip ''Cobra 3.5 (chopped Cobra)'']&lt;br /&gt;
| [[Cobra_3.5|Cobra Mk 3.5]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A slightly faster and tougher variation on the Classic Cobra Mk III, at the price of a reduced cargo bay.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/CobraClipper.zip ''Cobra Clipper SAR'']&lt;br /&gt;
| [[Cobra_Clipper_SAR|Cobra Clipper SAR]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A custom Cobra Mk III to rescue stranded Commanders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/cobra3njx.zip ''Cobra Mk III Njx'']&lt;br /&gt;
| [[Cobra_III_NjX|Cobra III NjX]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A faster, tougher variation on the Classic Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/commies.zip ''Commies'']&lt;br /&gt;
| [[Ray_Mk.I|Ray Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Giant_Ray|Giant Ray]]&lt;br /&gt;
&lt;br /&gt;
[[Astro_Mines|Mining Pods]]&lt;br /&gt;
&lt;br /&gt;
[[Astro_Mines|Scavenger Rays]]&lt;br /&gt;
&lt;br /&gt;
[[Sturgeon_Mk.I|Sturgeon Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Worker%27s_Commuter|Worker's Commuter]]&lt;br /&gt;
&lt;br /&gt;
| [[Astro_Mines|Astro Mines]]&lt;br /&gt;
&lt;br /&gt;
[[CZGF|Collective Zero-G Factory]]&lt;br /&gt;
&lt;br /&gt;
[[SLAPU|Solar Laboratory and Production Unit]]&lt;br /&gt;
|Ships / Stations. Commie systems have their own police forces, transports, stations and miners.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/pLists/hud.plist ''Compact HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Condor'']&lt;br /&gt;
| [[Condor]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A very powerful police and Navy Cruiser.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/CustomSounds.zip ''Custom Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set. The largest of the currently available sound sets, this pack replaces or adds over 40 sounds, featuring additional music and extensive use of a calm female computer voice to warn the Commander of alarming events.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/custpaint1.zip ''Custom Paint Jobs'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Classic Elite Ships appear with custom paint jobs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/dwcobra3HiRes.zip ''Dark Wheel Cobra''] -&lt;br /&gt;
([http://oosat.alioth.net/files/dwcobra3.zip alternative lo-end version])&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. A custom Cobra Mk III model, as seen on the cover of the Elite Manual.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/Deposed.zip ''Deposed'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Deposed|Mission]]. A series of missions set in Galaxy 4 for an experienced Commander.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Diso.zip ''Diso'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Planets. Extra planets and stations are added to the Diso system.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''Dr HUD'' [http://sancho.dk/oolite/Dr_HUD_Cmk3.zip Cobra Mk III version], [http://sancho.dk/oolite/Dr_HUD.zip Custom version]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Dredger.zip ''Deep Space Dredger'']&lt;br /&gt;
| [[Sabre]]&lt;br /&gt;
| [[Deep_Space_Dredger|Deep Space Dredger]]&lt;br /&gt;
|Ships / Stations. Adds dockable Space Dredgers to the space lanes, defended by a squad of Saber fighters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
|[http://www.fileden.com/files/2007/2/12/766318/OXPs/Dictators%20v1.2.zip ''Dictators'']&lt;br /&gt;
| [[Imperial_Censor|Imperial Censor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Freighter|Imperial Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Lictor|Imperial Lictor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Quaestor|Imperial Quaestor]]&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Tanker|Imperial Tanker]]&lt;br /&gt;
&lt;br /&gt;
[[Junta_Enforcer|Junta Enforcer]]&lt;br /&gt;
&lt;br /&gt;
[[Revolutionary_Guard|Revolutionary Guard]]&lt;br /&gt;
| [[Imperial_AstroFactory|Imperial AstroFactory]]&lt;br /&gt;
| Ships / Stations. Dictatorship systems gain their own police forces, supply craft and stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/eagle2.zip ''Eagle Mk II'']&lt;br /&gt;
| [[Eagle_Mk_II|Eagle Mk II]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds the Eagle Long Range Fighter in several versions.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Mark a position in space by deploying a pylon mounted beacon. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Executive%20SpaceWays%20v2.1.zip ''Executive Spaceways'']&lt;br /&gt;
| [[Delta_Long-Range_Escort|Delta Long-Range Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Gemini_Escort|Gemini Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Starseeker_Personal_Shuttle|Starseeker Personal Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[Strelka_CruiseLiner|Strelka Cruise Liner]]&lt;br /&gt;
&lt;br /&gt;
[[Trident_Executive_Shuttle|Trident Executive Shuttle]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds the Executive SpaceWays fleet of ships. Commanders may consult the [[Executive_SpaceWays|Executive SpaceWays Sales Brochure]] for further details.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/External%20Views.zip ''External Views'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Utility. Adds better outside views to all the Classic Elite Ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Falcon'']&lt;br /&gt;
| [[Falcon_%28Oolite%29|Falcon]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a powerful Star Wars style Falcon, used by pirates and traders alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/farstar.oxp.zip ''Far Star'']&lt;br /&gt;
| [[Far_Star_Murderer|Far Star Murderer]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A mid-range fighter / trader, with a fair sized cargo bay.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/ferdelance_ng.oxp.zip ''Fer de Lance NG'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a more powerful version of the Fer de Lance with several custom paint jobs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/ferdepai.oxp_.zip ''Ferdepai'']&lt;br /&gt;
| [[Ferdepai]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a new fighter / trader to Galaxy 2.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/FighterHud.zip ''Fighter HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Firewasp.zip ''Firewasp'']&lt;br /&gt;
| [[Firewasp]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A fast interceptor.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[[Freaky Thargoids OXP|Freaky Thargoids]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[shaders in Oolite|Shader]] example, requires Oolite 1.69. With this OXP installed, Thargoids will use the new Shaders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/fsr.zip ''Frog Space Rickshaw'']&lt;br /&gt;
| [[Frog_Space_Rickshaw|Frog Space Rickshaw]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds a chatty space taxi service to the safer systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.fileden.com/files/2007/2/12/766318/Fuel%20Tank%20v2.0.zip ''Fuel Tank'']&lt;br /&gt;
|[[Fuel Tank]]&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Mounts in place of a missile, to top up 3 light years of fuel.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Media:genship.zip|Generation Ships]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. The mythical Generation Ships appear from time to time.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/globestations.zip ''Globe Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Globe_station|Globe Station]]&lt;br /&gt;
| Stations. A new type of station appears at advanced systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/greekshipset1.zip ''Greek Ships'']&lt;br /&gt;
| [[Penelope_Class_Freighter|Penelope Class Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Telemachus_Class_Escort|Telemachus Class Escort]]&lt;br /&gt;
&lt;br /&gt;
[[Ulysses_Class_Interceptor|Ulysses Class Interceptor]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large trade ship and escorts. Sometimes also used by pirates.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/griffin2.oxp.zip ''Griffin Mk.II]&lt;br /&gt;
| [[Griffin_Two_%28Oolite%29|Griffin Two]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Griffin Mk II from ArcElite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/GrittyCoriolis.oxp.zip ''Gritty Coriolis'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Stations. The Corolis Station gets a more detailed texture.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:halsis.zip|''Hal's Hot Sister'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sound Set, featuring a female cockpit voice.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/boyracers.zip ''Hatchling Boyracers'']&lt;br /&gt;
| [[BoyRacer|Boy Racer]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The talkative (and often insulting) Boyracers appear in the more advanced systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/Herald.zip ''Herald'']&lt;br /&gt;
| [[Herald_Military_Gunboat|Herald Military Gunboat]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A powerful police and Navy interceptor.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/tugs.zip ''Hognose Tugships'']&lt;br /&gt;
| [[Hognose]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The chatty tug ships can be seen towing broken down ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/HoOpy.zip ''HOopy Casino'']&lt;br /&gt;
|&lt;br /&gt;
|[[HoOpy Casino]]&lt;br /&gt;
|Stations. HoOpy Casinos appear near the station in advanced systems. Commanders who chose to dock can win or lose credits in games of chance.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Icarus (Oolite)|Icarus]]&lt;br /&gt;
| [[Icarus (Oolite)|Icarus]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Icarus Light Trader from [[Seldar Shipyards]]. A small fighter / trader based on blueprints from the lost Solice system.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/illicit_unlock.oxp.zip ''Illicit Unlock'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Utility. Allows the player to fly all the Classic Elite Ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Imperial_Courier_%28Oolite%29|Imperial Courier]]&lt;br /&gt;
| [[Imperial_Courier_%28Oolite%29|Imperial Courier]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The powerful Imperial Courier from Frontier, constructed by [[Seldar Shipyards]]. Updated from the version on Oosat1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ''[[Media:Ionics-1.2.1.oxp.zip|Ionics]]''&lt;br /&gt;
| [[Ionics_Funnelweb|Ionics Funnelweb]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Huntsman|Ionics Huntsman]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Redback|Ionics Redback]]&lt;br /&gt;
&lt;br /&gt;
[[Ionics_Whitetail|Ionics Whitetail]]&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Ionics|Mission]]. A series of missions set in Galaxy 2 featuring the Ionics Company of Zaria. [[Ionics_OXP|More Information here.]] Updated from the version on Oosat1. Make sure you use this version, as the version on Oosat1 has a bug making one of the missions impossible to complete!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/ixianships.oxp.zip ''Ixian Omnibus'']&lt;br /&gt;
| [[Ixian_Battle_Cruiser|Ixian Battle Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Bezerka|Ixian Bezerka]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Freighter_MK1|Ixian Freighter Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_Gunship|Ixian Gunship]]&lt;br /&gt;
&lt;br /&gt;
[[Ixian_No-Ship_Mark_I|Ixian No-Ship Mk I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A set of ships from Dune. Used by pirates and traders alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/jabberwocky.zip ''Jabberwocky'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the powerful Jabberwocky fighter / trader.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[[JavaScript test OXP|JavaScript test]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Scripting Oolite with JavaScript|JavaScript scripting]] example, requires Oolite 1.68.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Kestrel'']&lt;br /&gt;
| [[Kestrel]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. An interceptor used by the Police and Navy, but also available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/kleptohud.oxp.zip ''Klepto-HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Lave.zip ''Lave'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Planets. Gives the Lave System a make-over adding all the features described in The Dark Wheel to the game.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Media:Llama.zip|Llama]]&lt;br /&gt;
| [[Llama]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Llama fighter / trader. Updated from the version of Oosat1 to fix a small bug.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/longway.oxp.zip ''Long Way Around'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#The_Longway_Mission|Mission]]. A transport mission well suited to the novice in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Longshot.zip ''Longshot'']&lt;br /&gt;
| [[Longshot]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Longshot fighter / trader, regarded by many as a cheaper alternative to the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/lovecats.oxp_.zip ''Lovecats'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Love_Cats|Mission]]. Love and betrayal amongst the feline races of Galaxy 4. A fast ship, fuel injectors, fuel scoops and a hard heart are advised before you tangle with these cats!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/mPakRedux.zip ''M-Pack (rusties)'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. Adds rusty versions of all the Classic Elite ships. Bargain basement prices, although these old bangers are in a poor condition compared to a brand new model. Engines may be worn out reducing maximum speeds and shield generators are frequently held together with duck-tape. When you try to trade one of these old rust buckets in at the shipyards, you may also find that the trade-in value is reduced. None the less, they are cheap and can still haul cargo between the stars.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/manta.oxp_.zip ''Manta'']&lt;br /&gt;
| [[Manta]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Manta light escort craft.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/marett_vol1.zip ''Marett Space Corporation'']&lt;br /&gt;
| [[Adder_Mk_II|Adder Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Mosquito_Trader|Mosquito Trader]]&lt;br /&gt;
&lt;br /&gt;
[[Mosquito_Sport|Mosquito Sport]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A collection of fighters and medium traders from Marett Space Corps.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/megawalnutdash.oxp.zip ''Mega-Walnut Dashboard'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Merlin'']&lt;br /&gt;
| [[Merlin_%28Oolite%29|Merlin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. An interceptor used by the Police and Navy, but also available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Media:MildAudio.oxp.zip|''MildAudio'']]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Military.zip ''Military Fiasco'']&lt;br /&gt;
| [[Basilisk]]&lt;br /&gt;
&lt;br /&gt;
[[Hydra]]&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]&lt;br /&gt;
&lt;br /&gt;
[[Rattle_Cutter|Rattle Cutter]]&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Military_Fiasco|Mission]]. A mission for the Navy available to a Commander with more than 1,000 kills. Also equips the Navy with powerful cruisers. You must use the Updated version of [http://oosat.alioth.net/files/Murgh-Xships.zip ''Murgh's X-Ships''] to play this OXP.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/gwxstations.oxp.zip ''Military Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Military_station|Military Station]]&lt;br /&gt;
|Stations. Well armed Military Stations appear in the more advanced systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Stingray.zip ''Military Stingray'']&lt;br /&gt;
| [[Stingray_%28Oolite%29|Stingray]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Military Stingray to the GalCop Navy fleet. Second hand versions are sometimes available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/MilHUDv2.zip ''Milspec HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/missionaries.zip ''Missionaries'']&lt;br /&gt;
| [[Happy_Eye_Pulpit_Pod|Happy Eye Pulpit Pod]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Clerics of four faiths are added to the Universe, spamming Commanders with requests to worship their Gods.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/monument.zip ''Monument'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. A monument to famous Commanders can sometimes be seen near the Sun.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/morrigan.zip ''Morrigan'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a vast trade ship to the Universe.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds2.zip ''Murgh's Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Murgh-Xships.zip ''Murgh's X-Ships'']&lt;br /&gt;
| [[Bandy-Bandy]]&lt;br /&gt;
&lt;br /&gt;
[[Chuckwalla]]&lt;br /&gt;
&lt;br /&gt;
[[Eel_Rapier|Eel Rapier]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast courier craft and two light escort ships are added. Updated from the version on Oosat1. You MUST use this version for the [http://oosat.alioth.net/files/Military.zip ''Military Fiasco''] Mission to run properly!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Navy Starships'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Arms the Navy with powerful cruisers including a docakable Star Trek style Starship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/newships.oxp.zip ''New Ships'']&lt;br /&gt;
| [[Hamadryad]]&lt;br /&gt;
&lt;br /&gt;
[[Josher]]&lt;br /&gt;
&lt;br /&gt;
[[Naga]]&lt;br /&gt;
&lt;br /&gt;
[[Ringhals]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a variety of mining and trade ships seen in previous versions of Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/hud_ng.oxp.zip ''NG HUD'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Alternative HUD.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/nuvipers.zip ''Nu Vipers'']&lt;br /&gt;
| [[GalCop_Viper_Mark_II|GalCop Viper Mark II]]&lt;br /&gt;
[[GalCop_Viper_Cruiser|GalCop Viper Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Increases the types of Viper patrol ships appearing in the space lanes and defending Stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/nuke.zip ''Nuclear Torpedo'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Equipment. Adds a powerful, but slow moving, missile.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/oldships.zip ''Old Ships'']&lt;br /&gt;
| [[Bushmaster_Miner|Bushmaster Miner]]&lt;br /&gt;
&lt;br /&gt;
[[Cat_%28Oolite%29|Cat (Cougar)]]&lt;br /&gt;
&lt;br /&gt;
[[Chameleon_%28Oolite%29|Chameleon]]&lt;br /&gt;
&lt;br /&gt;
[[Ghavial_%28Oolite%29|Ghavial]]&lt;br /&gt;
&lt;br /&gt;
[[Iguana_%28Oolite%29|Iguana]]&lt;br /&gt;
&lt;br /&gt;
[[Monitor_%28Oolite%29|Monitor]]&lt;br /&gt;
&lt;br /&gt;
[[Ophidian_%28Oolite%29|Ophidian]]&lt;br /&gt;
&lt;br /&gt;
[[Salamander_%28Oolite%29|Salamander]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A collection of ships from ArcElite and Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/Oo-Haul.zip ''Oo-Haul'']&lt;br /&gt;
| [[L-Crate_Hauler|L-Crate Hauler]]&lt;br /&gt;
|&lt;br /&gt;
|[[Oolite_Missions#Oo-haul_Escort_Missions|Mission]]. Vast corporate bulk haulers can be seen in the space lanes. Commanders with a respectable Elite rating who chose to dock with a [[Pi-42]] base may also be offered missions to escort one of these haulers safely to its destination. You must also install the [http://sancho.dk/oolite/yaw.zip ''Your Ad Here!''] OXP for this OXP to work properly.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/8sclm59k58#main ''Orb'']&lt;br /&gt;
| [[Orb]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a new alien race, which may (or may not) help GalCop in the battle against the Thargoids.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/Ore_processor.zip ''Ore Processor'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Ore_Processor|Equipment]]. When mounted to a ships fuel scoop systems extracts valuable materials from asteroid fragments. A must for any Commander working as a miner.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/outrider.zip ''Outrider'']&lt;br /&gt;
| [[Outrider_%28Oolite%29|Outrider]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A medium fighter produced by the [[Taranis Corporation HQ (Oolite)|Taranis Corporation]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Pallas'']&lt;br /&gt;
| [[Pallas]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast but lightly shielded fighter.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Pelamis.zip ''Pelamis'']&lt;br /&gt;
| [[Pelamis]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Pelamis trade ship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Phoenix.zip ''Phoenix'']&lt;br /&gt;
| [[Phoenix]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A strange ship, built from salvaged parts from various Serpent Class ships.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/pirate_coves.zip ''Pirate Coves'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Pirate_Coves|Mission]]. Some rock hermits in the more dangerous systems have been taken over by pirates. Traders coming too close are likely to be assaulted by scrambled pirates keen to relive them of their cargo.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/piratetraps.oxp.zip ''Pirate Traps'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. To combat piracy GalCop sometimes deploys dummies of trade ships. Pirates who fire on them have their details transmitted to the police and face large fines.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/PTI.zip ''Pteradyne Technologies Ships''] - ([http://oosat.alioth.net/files/PTI_bugfix11.zip ''bug fix''])&lt;br /&gt;
| [[Excalibur]]&lt;br /&gt;
[[Paladin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A powerful combat ship, the Excalibur is offered for sale on the open market. The Paladin is the even tougher Military version, although sometimes these ships fall into the wrong hands.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/pcc.oxp.zip ''Python Class Cruiser]&lt;br /&gt;
| [[Python_Class_Cruiser|Python Class Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large powerful trade ship, which can also hold its own in battle.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[[Media:Python_Class_Cruiser.oxp.zip|Python Class Cruiser version 2.6]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| As above, but features [[shaders in Oolite|Shaders]]. Shaders require Oolite 1.69 or later.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/racers.oxp.zip ''Racers'']&lt;br /&gt;
|[[Chicaneer Mk II]]&lt;br /&gt;
&lt;br /&gt;
[[Chicaneer Mk IV]]&lt;br /&gt;
&lt;br /&gt;
[[Dragster Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Dragster Mk II]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds dedicated racing ships to the Universe. Although very fast, these ships are pure racers with no cargo bays and light shields. The focus on pure speed make them ill-suited to combat or trading roles.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/RingPod.zip ''Racing Rings'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Adds Racing Rings to the Galaxy 1 systems of Lave and Zanoce. Fly through the rings in order and completing the race circuit will transmit the competitors time.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/RoC.oxp.zip ''Remorse of Conscience'']&lt;br /&gt;
| [[Remorse_Of_Conscience_v2|Remorse Of Conscience]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A trade ship that can hold its own in combat. A good upgrade from the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/RenegadesV3.zip ''Renegade Pirates'']&lt;br /&gt;
|[[Piracy|Renegade Pirates]]&lt;br /&gt;
|&lt;br /&gt;
|Ships / Feature. Adds rare very well armed pirate versions of Classic Elite ships to the more lawless  systems. These pirates carry high bounties, but their multiple lasers and plasma cannons will make mince-meat of a young Jameson. Do not install this OXP until you have an Iron Ass! &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/RVandGS.zip ''Renegade Viper + Grass Snake]&lt;br /&gt;
|[[Renegade Viper]]&lt;br /&gt;
&lt;br /&gt;
[[Grass Snake]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Sometimes even GalCops are victims of crime, finding their Vipers stolen from the docking berth. The joy-rider gives the stolen viper a new lick of paint and joins a pirate fleet. Large bounties are paid for ridding the space lanes of these thieves. The Grass Snake is a trade ship with a large hold, often used by pirates.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Saleza%20Aeronautics%20v2.0.zip ''Saleza Aeronautics'']&lt;br /&gt;
| [[Bellatrix_Cruiser|Bellatrix Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Rigel_Bomber|Rigel Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[Saiph_Interceptor|Saiph Interceptor]]&lt;br /&gt;
|&lt;br /&gt;
|Ships / Feature. High Tech Corporate States gain their own patrol craft. Some of these ships are also available on the open market.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/santa_v2.zip ''Santa''] - ([http://oosat.alioth.net/files/Santa.zip alternative lo-end version])&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. Just for fun adds a (very rare) Santa Sledge to the space lanes escorted by plasma gun toting reindeer space bikers! &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/black_baron.zip ''Scourge of the Black Baron'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#The_Scourge_of_the_Black_Baron|Mission]]. A sequel to the [http://capnhack.com/hosting/oolite/Oolite/OXPs/longway.oxp.zip ''Long Way Around''] mission, featuring combat and transport missions. Well suited to a novice in Galaxy 1.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/s-ships1.zip ''Selezen's S-Ships'']&lt;br /&gt;
| [[GalCop_SWAT_Viper|GalCop SWAT Viper]]&lt;br /&gt;
&lt;br /&gt;
[[Oresrian_Trader|Oresrian Trader]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. In response to increasing piracy GalCop has introduced the SWAT Viper, a beefed up version of the standard Viper. Also adds the peaceful Oresrian Trader.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[[Shady Cobra OXP|Shady Cobra]]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Ships. A [[shaders in Oolite|Shader]] example (requires Oolite 1.69 or later). Replaces the normal model for the Cobra Mk III with one featuring the new Shaders.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/All-Stars_0.zip ''Skrounk All-Stars Limited'']&lt;br /&gt;
| [[All_Stars_Large_Freighter|All Stars Large Freighter]]&lt;br /&gt;
&lt;br /&gt;
[[Seymour_Class_Sled|Seymour Class Sled]]&lt;br /&gt;
&lt;br /&gt;
[[Starbelly_Class_Sled|Starbelly Class Sled]]&lt;br /&gt;
&lt;br /&gt;
[[Starhawk|Star Hawk]]&lt;br /&gt;
&lt;br /&gt;
[[Starwolf_Mark_I|Starwolf Mk I]]&lt;br /&gt;
|&lt;br /&gt;
| Ships. A set of ships featuring a large trade ship and a variety of fighters and escorts.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/snark.zip ''Snark'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. The Snark is a powerful fighter / trader, often used by pirates and bounty hunters.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Spearhead.zip ''Spearhead Interceptor Mk.I'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. A pure fighter, fast and nippy but with a weak shield, no cargo bay and can be a twitchy bird to fly. Often used as an escort or part of a pirate fleet acting in a hit an run role.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Spyhunter.zip ''Spy Hunter'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#Spyhunter|Mission]]. A mission for the Galactic Navy available to a Commander with a rating of 'Dangerous' or above. Spys from the Empire sometimes infiltrate GalCop space. Commanders wishing to volunteer for hunting duties should visit the Navy base at Inines in Galaxy 1. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/StarWars.zip ''Star Wars Ships'']&lt;br /&gt;
| [[A-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[B-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[Lambdashuttle|Lambda Shuttle]]&lt;br /&gt;
&lt;br /&gt;
[[Tie-Fighter]]&lt;br /&gt;
&lt;br /&gt;
[[Tie-Interceptor]]&lt;br /&gt;
&lt;br /&gt;
[[X-Wing]]&lt;br /&gt;
&lt;br /&gt;
[[Y-Wing]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds a set of ships from the Star Wars Universe to Oolite. Tie Fighters are occasionally used by GalCop to support Viper patrols, but all ships are available on the open market and may be used by traders, pirates and bounty hunters alike.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| ''[http://www.schmucker-info.homepage.t-online.de/ Sung's Detailed Textures]''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Not available for download at present. The Link will take you to the author's web-site. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/sunskimmers.zip ''Sunskimmers'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Normally in Oolite ships tend to stick to the space lanes and so are rarely encountered on the way to the Sun. This OXP adds ships to the sun / planet corridor increasing the chance of meeting other ships whilst sun-skimming. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/supercobra.oxp.zip ''Supercobra'']&lt;br /&gt;
| [[SuperCobra]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The awesome Super Cobra. A beefed up version of the Cobra Mk III featuring larger engines, more cargo space and stronger shields.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.box.net/public/b2tic3tjsk#f4083657 ''Swift'']&lt;br /&gt;
| [[Swift]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. As the name implies, a very fast ship often used by pirates or bounty hunters. Although fast, cargo space is limited and the shield is nominal.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Taranis.zip ''Taranis Corporation HQ'']&lt;br /&gt;
|&lt;br /&gt;
| [[Taranis_Corporation_HQ_%28Oolite%29|Taranis Corporation HQ]]&lt;br /&gt;
| [[Oolite_Missions#Taranis|Mission]]. Adds the vast orbital [[Taranis_Corporation_HQ_%28Oolite%29|Taranis Corporation HQ]] to the Lerelace system in Galaxy 1. A mission is also available for law abiding Commanders with a rating of Competent or better.  You must also have the [http://oosat.alioth.net/files/outrider.zip ''Outrider''] OXP installed for this OXP to work properly.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/Shield-tail.zip ''Teretrurus Mk.I'']&lt;br /&gt;
| [[Teretrurus_Mk.I|Teretrurus Mk I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader somewhat faster and tougher than the Cobra Mk III, but with a smaller cargo bay.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Terrapin.zip ''Terrapin Trader'']&lt;br /&gt;
| [[Terrapin]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader. A good upgrade from the Cobra Mk III.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Tescoura.zip ''Tesoura'']&lt;br /&gt;
| [[Tesoura]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader, often used by pirates but also suited to a trading or bounty hunting role.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Thargoid_CarrierV1.zip ''Thargoid Carrier'']&lt;br /&gt;
| [[Thargoid_Carrier|Thargoid Carrier]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Arms the Thargoids with a vast carrier capital vessel. Many OXPs increase the fire-power available to the GalCop Navy. If you chose to play with these OXPs installed, then you should really give the Bugs a chance and allow them access to this mighty craft!&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Thargoid_Wars|Thargoid Wars]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Oolite_Missions#ThargoidWars|Mission]]. War with the Thargoids intensifies featuring new attack and defense missions. To avoid young Jamesons being out-gunned, the OXP missions will run in all Galaxies except Galaxy 1. Updated from the version on Oosat1. It is important that you use the updated version as the old version will clash with many other missions.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Thorgorn%20Threat.zip ''Thorgorn Threat'']&lt;br /&gt;
| [[Terroriser_Frigate|Terroriser Frigate]]&lt;br /&gt;
&lt;br /&gt;
[[Thargoid_Thargorn_Battleship|Thargoid Thargorn Battleship]]&lt;br /&gt;
&lt;br /&gt;
[[Thargoid_Thorgon_Cruiser|Thargoid Thorgon Cruiser]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Redresses the game imbalance caused by the number of OXPs arming the Navy with warships. These Thargoid carft are very powerful and re-establish the Thargoid's place as a threat to mankind. Best played with the Behemoth OXP installed, for epic space battles.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/tianve_v01.zip ''Tianve Pulsar'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Planets. Adds a pulsar to the Galaxy 1 system of Tianve. A Station orbits the pulsar and fleets of pleasure liners can be seen taking tourists on flights around the pulsar.  &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Tiger.zip ''Tiger'']&lt;br /&gt;
| [[Tiger_Mark_I|Tiger Mark I]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A truly awesome (and very expensive) multi-role craft. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/TGY.zip ''Tionisla Orbital Graveyard]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Feature. Adds the graveyard to the Galaxy 1 system of Tionisla, as described in the Dark Wheel. Long dead Commanders are buried in their rusting ships amongst monuments, Stars of David, Crucifixes and other religious symbols. Security patrols will make short work of any Commander foolish enough to desecrate the tombs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/tori.zip ''Torus Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Torus_station|Torus Station]]&lt;br /&gt;
|Stations. Adds a vast 2001 style space station to very high tech level systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/Trans-Hab.zip ''Trans-Hab Station'']&lt;br /&gt;
|&lt;br /&gt;
| [[Transhab_station|Transhab Station]]&lt;br /&gt;
|Stations. Adds a large station with rotating arms to some medium tech level systems.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/transports.zip ''Transports'']&lt;br /&gt;
| [[CoachWhip]]&lt;br /&gt;
&lt;br /&gt;
[[Coral]]&lt;br /&gt;
&lt;br /&gt;
[[Woma]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds more variety to the game. Passenger liners can be seen in the space lanes of the safer systems transporting paying customers to their destinations. Large Woma fuel tankers can also be seen bringing much need fuel to space stations.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/UrutaMK3.zip ''Urutu Mk.III'']&lt;br /&gt;
| [[Urutu_Mk.III|Urutu Mk III]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader from Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/UrutaMK4.zip ''Urutu Mk.IV'']&lt;br /&gt;
| [[Urutu_Mk.IV|Urutu Mk IV]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A medium fighter / trader from Elite-A.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://www.purgatori.net/Isis_Interstellar.htm ''Vampire'']&lt;br /&gt;
| [http://www.purgatori.net/Isis_Interstellar.htm Vampire]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the Purgatori Vampire series of combat ships. A strong combat ship in numerous different versions and paint-jobs. A Military version is used by the police, but several civilian versions of the ship are also available on the open market. Clicking the download link will take you to the sales broacher, where you can inspect further particulars and download the OXP.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [[Velocity_OXP|Velocity]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ships. A fast fighter ship.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/weeviloid2.zip ''Weeviloid'']&lt;br /&gt;
| [[Weeviloid_Hunter|Weeviloid Hunter]]&lt;br /&gt;
[[Weeviloid_Scoutship|Weeviloid Scoutship]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. The scout-ship is a light trade ship. The hunter is a fearsome multi-gunned war ship. Little is known about the Weeviloids and many Commanders meeting them have found them hostile. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds.zip ''Wiggy's Replacement Sounds]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/OXPs/wolfmk2.zip ''Wolf Mk.II]&lt;br /&gt;
| [[Wolf_Mk.2_%28Oolite%29|Wolf Mk II]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. Adds the powerful Wolf Mk II, as seen in ArcElite. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://oosat.alioth.net/files/wolfs_variants.zip ''Wolfwood's Variants'']&lt;br /&gt;
| [[Asp_Mk.I|Asp Mk I]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Courier|Cobra Courier]]&lt;br /&gt;
&lt;br /&gt;
[[Cobra_Rapier|Cobra Rapier]]&lt;br /&gt;
&lt;br /&gt;
[[Drake]]&lt;br /&gt;
&lt;br /&gt;
[[Drake_Mk_II|Drake Mk II]]&lt;br /&gt;
|&lt;br /&gt;
|Ships. A large selection of traders and fighters based on models seen in Classic versions of Elite.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [http://capnhack.com/hosting/oolite/Oolite/extra/oosounds3.zip ''Xaotik's Replacement Sounds'']&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sound Set.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#e7e7ff&amp;quot;&lt;br /&gt;
| [http://sancho.dk/oolite/yaw.zip ''Your Ad Here!'']&lt;br /&gt;
|&lt;br /&gt;
| [[Pi-42]]&lt;br /&gt;
&lt;br /&gt;
[[Tescoo_Oxpress|Tescoo Oxpress]]&lt;br /&gt;
|Feature. This OXP adds a lot of variety to the Universe. Witch-point and navigation beacons are replaced with giant bill boards displaying adverts. Over 150 different graphical adverts are featured. The OXP also adds the Pi-42 and Tescoo Oxpress dockable bases to the space lanes of the safer systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==All OXPs by Category==&lt;br /&gt;
&lt;br /&gt;
===Sound Sets===&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/E5Amigasoundpack01oxp.zip ''Amiga Replament Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/CustomSounds.zip ''Custom Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:halsis.zip|Hal's Hot Sister]] (female cockpit voice)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds2.zip ''Murgh's Replacement Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds.zip ''Wiggy's Replacement Sounds]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/extra/oosounds3.zip ''Xaotik's Replacement Sounds'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:MildAudio.oxp.zip|MildAudio]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative HUDs===&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/pLists/hud.plist ''Compact HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
''Dr HUD'' [http://sancho.dk/oolite/Dr_HUD_Cmk3.zip Cobra Mk.III version], [http://sancho.dk/oolite/Dr_HUD.zip Custom version]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/megawalnutdash.oxp.zip ''Mega-Walnut Dashboard'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/FighterHud.zip ''Fighter HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/kleptohud.oxp.zip ''Klepto-HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/hud_ng.oxp.zip ''NG HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/MilHUDv2.zip ''Milspec HUD'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dockable Objects===&lt;br /&gt;
[http://www.box.net/public/z2ahfudnt3 ''Bank of the Black Monks'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Dredger.zip ''Deep Space Dredger'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/globestations.zip ''Globe Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/GrittyCoriolis.oxp.zip ''Gritty Coriolis'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/HoOpy.zip ''HoOpy Casino'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/gwxstations.oxp.zip ''Military Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/tori.zip ''Torus Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Trans-Hab.zip ''Trans-Hab Station'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Taranis.zip ''Taranis Corporation HQ'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on the Stations appearing in Oolite can be found [[Oolite Stations|here]].&lt;br /&gt;
&lt;br /&gt;
===Customisations by Government===&lt;br /&gt;
[http://oosat.alioth.net/?q=node/93 ''Anarchies V 0.1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/commies.zip ''Commies'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.fileden.com/files/2007/2/12/766318/OXPs/Dictators%20v1.2.zip ''Dictators'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other System Objects===&lt;br /&gt;
[http://oosat.alioth.net/files/Diso.zip ''Diso'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Lave.zip ''Lave'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/pirate_coves.zip ''Pirate Coves'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/piratetraps.oxp.zip ''Pirate Traps'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/tianve_v01.zip ''Tianve Pulsar'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/TGY.zip ''Tionisla Orbital Graveyard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/yaw.zip ''Your Ad Here!'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
''[[The Assassins Guild OXP|Assassins Guild V1.2]]''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/AteroidStorm2.zip ''Asteroid Storm'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/Deposed.zip ''Deposed'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/images/7/7a/Ionics-1.2.1.oxp.zip ''Ionics v.1.2.1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/longway.oxp.zip ''Long Way Around'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/lovecats.oxp_.zip ''Lovecats'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Military.zip ''Military Fiasco'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/Oo-Haul.zip ''Oo-Haul'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Taranis.zip ''Taranis Corporation HQ'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thargoid_Wars|Thargoid Wars]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/black_baron.zip ''Scourge of the Black Baron'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Spyhunter.zip ''Spy Hunter'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on the numerous Oolite Missions can be found [[Oolite Missions|here]].&lt;br /&gt;
&lt;br /&gt;
===Ship Systems===&lt;br /&gt;
[http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/External%20Views.zip ''External Views'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fuel Tank|Fuel Tank]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/nuke.zip ''Nuclear Torpedo'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/Ore_processor.zip ''Ore Processor'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://home20.inet.tele.dk/dp1974/Rock_Hermit_Locator1.1.oxp.zip  ''Rock Hermit Locator'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ships and Ship Variants===&lt;br /&gt;
&lt;br /&gt;
More information on the Ships appearing in Oolite can be found [[Oolite Ships|here]].&lt;br /&gt;
&lt;br /&gt;
[[Aegidian's_Specials|Aegidian's Specials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/x-ships.oxp.zip ''Aegidian's X-Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/aphidv2.oxp_.zip ''Aphid Escort Service'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/att1.zip ''Armoured Transport Type 1'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/bandersnatch.zip ''Bandersnatch'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Behemoth.zip ''Behemoth'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:BoomslangWIP.zip|Boomslang]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/seosu.zip ''Capisastra'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:Cargo_wrecks_teaser_v1.2.zip|''Cargo &amp;amp; Wrecks'']]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/clearskies.oxp_.zip ''Clear Skies'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ChoppedCobra.zip ''Cobra 3.5 (chopped Cobra)'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/CobraClipper.zip ''Cobra Clipper SAR'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/cobra3njx.zip ''Cobra Mk.III Njx'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Condor'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/custpaint1.zip ''Custom Paint Jobs'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/dwcobra3HiRes.zip ''Dark Wheel Cobra''] - ([http://oosat.alioth.net/files/dwcobra3.zip alternative lo-end version])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/eagle2.zip ''Eagle Mk.II'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ettBeaconLauncher.zip ''ETT Homing Beacon]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Executive%20SpaceWays%20v2.1.zip ''Executive Spaceways'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Falcon'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/farstar.oxp.zip ''Far Star'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/ferdelance_ng.oxp.zip ''Fer de Lance NG'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/ferdepai.oxp_.zip ''Ferdepai'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Firewasp.zip ''Firewasp'']&amp;lt;br&amp;gt;&lt;br /&gt;
''[[Freaky Thargoids OXP|Freaky Thargoids]]'' ([[shaders in Oolite|shader]] example, requires Oolite 1.69)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/fsr.zip ''Frog Space Rickshaw'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:genship.zip|Generation Ships]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/greekshipset1.zip ''Greek Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/griffin2.oxp.zip ''Griffin Mk.II]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/boyracers.zip ''Hatchling Boyracers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/Herald.zip ''Herald'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/tugs.zip ''Hognose Tugships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.alioth.net/index.php/Icarus_%28Oolite%29 ''Icarus'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/illicit_unlock.oxp.zip ''Illicit Unlock'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/impcourier.zip ''Imperial Courier'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/ixianships.oxp.zip ''Ixian Omnubus'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/jabberwocky.zip ''Jabberwocky'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Kestrel'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:Llama.zip|Llama]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Longshot.zip ''Longshot'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/mPakRedux.zip ''M-Pack (rusties)'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/manta.oxp_.zip ''Manta'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/marett_vol1.zip ''Marett Space Corporation'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Merlin'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/missionaries.zip ''Missionaries'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/monument.zip ''Monument'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/morrigan.zip ''Morrigan'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Murgh-Xships.zip ''Murgh's X-Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Navy Starships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/newships.oxp.zip ''New Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/nuvipers.zip ''Nu Vipers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/oldships.zip ''Old Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/8sclm59k58#main ''Orb'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/outrider.zip ''Outrider'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Pallas'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Pelamis.zip ''Pelamis'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Phoenix.zip ''Phoenix'']&amp;lt;br&amp;gt;&lt;br /&gt;
''Plannets''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/PTI.zip ''Pteradyne Technologies Ships''] - ([http://oosat.alioth.net/files/PTI_bugfix11.zip ''bug fix''])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/pcc.oxp.zip ''Python Class Cruiser]&amp;lt;br&amp;gt;&lt;br /&gt;
''[[Media:Python Class Cruiser.oxp.zip|Python Class Cruiser version 2.6]]'' (Includes shaders which require Oolite 1.69 or later)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/racers.oxp.zip ''Racers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/RingPod.zip ''Racing Rings'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/RoC.oxp.zip ''Remorse of Conscience'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/RenegadesV3.zip ''Renegade Pirates''] (Wait until you have an Iron Ass before installing this OXP!)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/RVandGS.zip ''Renegade Viper + Grass Snake]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Saleza%20Aeronautics%20v2.0.zip ''Saleza Aeronautics'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/santa_v2.zip ''Santa''] - ([http://oosat.alioth.net/files/Santa.zip alternative lo-end version])&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/s-ships1.zip ''Selezen's S-Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
''[[Shady Cobra OXP|Shady Cobra]]''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/All-Stars_0.zip ''Skrounk All-Stars Limited'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/snark.zip ''Snark'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Spearhead.zip ''Spearhead Interceptor Mk.I'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/StarWars.zip ''Star Wars Ships'']&amp;lt;br&amp;gt;&lt;br /&gt;
''[http://www.schmucker-info.homepage.t-online.de/ Sung's Detailed Textures]''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/sunskimmers.zip ''Sunskimmers'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/supercobra.oxp.zip ''Supercobra'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.box.net/public/b2tic3tjsk#f4083657 ''Swift'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sancho.dk/oolite/Shield-tail.zip ''Teretrurus Mk.I'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Terrapin.zip ''Terrapin Trader'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Tescoura.zip ''Tesoura'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Thargoid_CarrierV1.zip ''Thargoid Carrier'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Thorgorn%20Threat.zip ''Thorgorn Threat'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/Tiger.zip ''Tiger'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/transports.zip ''Transports'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/UrutaMK3.zip ''Urutu Mk.III'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/UrutaMK4.zip ''Urutu Mk.IV'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.purgatori.net/Isis_Interstellar.htm ''Vampire'']&amp;lt;br&amp;gt;&lt;br /&gt;
[[Velocity_OXP|Velocity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/weeviloid2.zip ''Weeviloid'']&amp;lt;br&amp;gt;&lt;br /&gt;
[http://capnhack.com/hosting/oolite/Oolite/OXPs/wolfmk2.zip ''Wolf Mk.II]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://oosat.alioth.net/files/wolfs_variants.zip ''Wolfwood's Variants'']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installing an OXP ==&lt;br /&gt;
Unzip the OXP and place it in the folder named '''AddOns'''. Sometimes the zipped files contain several folders, make sure you only copy the folder -or file for Macintoshes- ending with '''.oxp''' into the AddOns folder. This folder is found in different locations, depending on the platform:&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
Found in the folder that contains the Oolite application. &lt;br /&gt;
&lt;br /&gt;
'''Troubleshooting:''' If you get an error saying &amp;quot;The item could not be moved because &amp;quot;AddOns&amp;quot; cannot be modified&amp;quot;, that can happen if you weren't the user that installed Oolite.&lt;br /&gt;
The solution is to put the OXP's of your choice in '''~/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/''' instead (you may need to create this folder). &lt;br /&gt;
The error could also be triggered because you’re running from the disk image, you’ll need to copy the game somewhere else. Having done so, if you still get the error, use the Get Info command on the AddOns folder, open the Ownership &amp;amp; Permissions pane and check that it says You Can: Read &amp;amp; Write.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
If the game was installed system-wide, it is in '''/usr/lib/Oolite/AddOns'''.  If it was installed just for the currently logged in user, it will be in the user's home directory, in '''$HOME/.local/lib/Oolite/AddOns''' except Debian systems.  Debian changes the folder locations to '''$HOME/.Oolite/Addons.''', '''$HOME/Library/Application&amp;amp;nbsp;Support/Oolite/AddOns/''' and '''/usr/lib/GNUstep/System/Applications/AddOns.'''  This, hopefully, solves many a Debian users dilemma of where to put the OXPs.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
If the installable package was used (post Jan 06) then the AddOns folder needs to be created in '''C:\Programs Files\Oolite'''. Note that this applies if the default installation location is used. If the install location is changed then use the path to the Oolite folder that correspnds to your installation. &lt;br /&gt;
If the GNUStep dedicated versions (pre-Jan 2006) is used, then the AddOns folder must be created in the oolite.app folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After unzipping the file, make sure that it is ''the'' OXP folder that put into the AddOns directory - some zipped OXPs can contain a top level folder with a readMe file, and the actual OXP folder is a level further down. If this is the case, move the item with the '''.oxp''' extension into the AddOns folder.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
If you purchase a ship that is an OXP ship and save the game, you will only be able to load that commander as long as this OXP is installed in AddOns. If it's not, Oolite will give you an error instead of trying to load the commander.&lt;br /&gt;
&lt;br /&gt;
== Creating an OXP ==&lt;br /&gt;
&lt;br /&gt;
It is intended to be easy to create expansion packs. With a few simple [[List_of_software|tools]], a player can make small or big changes, and customize the gaming experience.&lt;br /&gt;
&lt;br /&gt;
* [[OXP howto|How to make OXPs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Factual]]&lt;/div&gt;</summary>
		<author><name>Frame</name></author>
		
	</entry>
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