https://youtu.be/gCq9H0oMnFU$Player Afterburner Recharge Scale: 5, 4, 3, 2, 1
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30
$Player Countermeasure Life Scale: 10, 9, 8, 7, 6
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.7, .8
$AI In Range Time: 2, 1.0, 0.5, 0, -1
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10
$Primary Ammo Burst Multiplier: 0, 0, 0, 0, 0
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20
$AI Maybe Links Energy Weapons: 90, 80, 70, 60, 50
$Max Missiles Locked on Player: 1 2, 3, 4, 5
$Max Player Attackers: 2, 3, 4, 5, 6
$Max Incoming Asteroids: 3, 4, 5, 6, 7
$Player Damage Factor: .50, .55, .60, .65, .70
$Player Subsys Damage Factor: .1, .15, .3, .4, .5
$Predict Position Delay: 0, 0, 0, 0, 0
$AI Shield Manage Delay: 2.5, 2.0, 1.5, 1.25, 1
$Friendly AI Fire Delay Scale: 1, 1, 1, 1, 1
$Hostile AI Fire Delay Scale: 1, 1, 1, 1, 1
$Friendly AI Secondary Fire Delay Scale: 1, 1, 1, 1, 1
$Hostile AI Secondary Fire Delay Scale: 1, 1, 1, 1, 1
$AI Turn Time Scale: 1, 1, 1, 1, 1
$Glide Attack Percent: 50, 60, 70, 80, 90
$Circle Strafe Percent: 50, 60, 70, 80, 90
$Glide Strafe Percent: 50, 60, 70, 80, 90
$Random Sidethrust Percent: 50, 60, 70, 80, 90
$Stalemate Time Threshold: 1, 1, 1, 1, 1
$Stalemate Distance Threshold: 2000, 2000, 2000, 2000, 2000
$Player Shield Recharge Scale: 2, 1.5, 1.2, 1, .8
$Player Weapon Recharge Scale: 2, 1.75, 1.5, 1.25, 1
$Max Turret Target Ownage: 3, 4, 7, 12, 19
$Max Turret Player Ownage: 3, 4, 7, 12, 19
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15
$Percentage Awarded For Capship Assist: 0.1, 0.2, 0.35, 0.5, 0.6
$Repair Penalty: 10, 20, 35, 50, 60
$Delay Before Allowing Bombs to Be Shot Down: 1.5, 1.5, 1.5, 1.5, 1.5
$Chance AI Has to Fire Missiles at Player: 1, 2, 3, 4, 5
$Max Aim Update Delay: .3, .3, .3, .3, .3
$Turret Max Aim Update Delay: .3, .3, .3, .3, .3
$Player Autoaim FOV: 1.0, 1.0, 1.0, 1.0, 1.0
$Detail Distance Multiplier: 0.125,0.25, 1.0, 4.0, 8.0
$big ships can attack beam turrets on untargeted ships: YES
$smart primary weapon selection: YES
$smart secondary weapon selection: YES
$smart shield management: YES
$smart afterburner management: YES
$free afterburner use: YES
$allow rapid secondary dumbfire: NO
$huge turret weapons ignore bombs: YES
$don't insert random turret fire delay: NO
$hack improve non-homing swarm turret fire accuracy: YES
$shockwaves damage small ship subsystems: YES
$navigation subsystem governs warpout capability: NO
$ignore lower bound for minimum speed of docked ship: YES
$disable linked fire penalty: NO
$disable weapon damage scaling: YES
$use additive weapon velocity: YES
$use newtonian dampening: YES
$include beams for kills and assists: YES
$score kills based on damage caused: YES
$score assists based on damage caused: YES
$allow event and goal scoring in multiplayer: YES
$fix linked primary weapon decision bug: YES
$fix ramming stationary targets bug: YES
$prevent turrets targeting too distant bombs: YES
$smart subsystem targeting for turrets: YES
$fix heat seekers homing on stealth ships bug: YES
$multi allow empty primaries: YES
$multi allow empty secondaries: YES
$allow turrets target weapons freely: YES
$use only single fov for turrets: YES
$allow vertical dodge: YES
$force beam turrets to use normal fov: NO
$fix AI class bug: YES
$turrets ignore targets radius in range checks: YES
$No extra collision avoidance vs player: YES
$perform fewer checks for death screams: NO
$advanced turret fov edge checks: YES
$require turrets to have target in fov: YES
$all ships manage shields: YES
$ai aims from ship center: YES
$allow primary link at mission start: YES
$fighterbay arrivals use carrier orientation: NO
$fighterbay departures use carrier orientation: NO
$ai path mode: alt1
$fix ai path order bug: YES
$aspect bomb invulnerability fix: YES
$ai can slow down when attacking big ships: YES
;$lead indicator second-order prediction factor: 0.15
$no directional bias for missile and ship turning: YES
$respect ship axial turnrate differences: YES
$any ship with no shields can manage ETS: NO
$fighters/bombers with no shields can manage ETS: YES
$better combat collision avoidance for fightercraft: YES
$improved missile avoidance for fightercraft: NO
$friendly ships use AI profile countermeasure chance: YES
$improved subsystem attack pathing: YES
$fix keep-safe-distance: YES