<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cobalt</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cobalt"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Cobalt"/>
	<updated>2026-05-01T08:35:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Laser_Cannon&amp;diff=11793</id>
		<title>Talk:Laser Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Laser_Cannon&amp;diff=11793"/>
		<updated>2007-06-01T17:11:45Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn&#039;t the 35 klick Laser Cannon range due to XCOMUTIL? I think XCOMUTIL&#039;s default config has a non-default range for the Laser Cannon (as well as non-default Firestorms and Interceptors, but I digress.) -[[User:Cobalt|Cobalt]]&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Skyranger&amp;diff=8383</id>
		<title>Skyranger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Skyranger&amp;diff=8383"/>
		<updated>2006-07-25T06:18:12Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* General Information */ - fixed truncation issues with fuel consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:skyranger.png|right|Skyranger Troop Transporter]]The Skyranger is a troop transporter. The fastest in its class, it also features Vertical Take-Off and Landing (VTOL) capabilities.&lt;br /&gt;
&lt;br /&gt;
With a listed top speed of 760 and a large fuel capacity, the Skyranger is capable of transporting X-COM soldiers to missions around the globe.&lt;br /&gt;
&lt;br /&gt;
While airborne, the Skyranger consumes fuel at the rate of 7 units (0.466%) every ten minutes, at top speed. This gives the Skyranger a maximum (radial) range of 13,553 nautical miles, while being airborne for 17h, 50m. Its maximum (distance) range would be 27,106 nautical miles, while being airborne for 35h, 40m (1 day, 11hrs, 40m). While patrolling in an area, fuel consumption is cut to 3 units every ten minutes, allowing for a maximum stationary patrol time of 83hrs, 20m. (3 days, 11 hrs, 20m).&lt;br /&gt;
&lt;br /&gt;
[Jasonred] : The Skyranger has the most fuel capacity of any ship in the game, and can stay in the air for a max of 3.5 DAYS, compared to the Avenger which can remain in the air for a max of 5 hours. Thus, the Skyranger pretty much remains the only craft capable of performing sweeps for suspected alien bases throughout the game.&lt;br /&gt;
&lt;br /&gt;
After a flight, the Skyranger refills its tanks at 3.33% every half hour, on the half hour. (Since you don&#039;t see decimals, refuelling follows a pattern of +3%, +3%, +4% fuel.) Thus it can take up to 15 hours (30 half hours) to refuel, if on empty. It will then perform a rearming step, even though it has no weapons. It will drop out of rearming status and be ready to fly when the clock is next straight up on an hour. Thus, rearming will either take a half hour (if fuelling ended at XX:30) or an hour (if fuelling ended at XX:00).&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;760&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Lightning]] - New Fighter-Transporter&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;br /&gt;
*[[Data Canister: Skyranger]]&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Interceptor&amp;diff=8382</id>
		<title>Interceptor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Interceptor&amp;diff=8382"/>
		<updated>2006-07-25T06:13:55Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* General Information */ - fixed problems caused by truncation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:interceptor.png|right|Interceptor Combat Aircraft]]&lt;br /&gt;
The Interceptor (most likely a modified F-22 Raptor, although our sources inside X-Com neither confirm nor deny this) is the best combat aircraft that Earth technology can offer. Powered by dual pulse detonation engines, and with specially shielded electronic systems, the Interceptor is one of X-COM&#039;s most valuable assets in the fight against the alien threat.&lt;br /&gt;
&lt;br /&gt;
Even after the X-COM R&amp;amp;D departments created the blueprints for the [[Firestorm]] as a replacement for the Interceptor, many Commanders still keep one or two Interceptors on their roster due to the increased range that the Interceptor offers. The main drawback of the Interceptor is that it is lightly armoured in comparison to X-COM craft based around alien technology. However, with the [[Craft Armaments (UFO Defense)|right weaponry]] mounted to it it can deal with the vast majority of UFO incursions.&lt;br /&gt;
&lt;br /&gt;
While airborne, the Interceptor consumes fuel at the rate of 21 units (2.1%) every ten minutes, at top speed. This gives the Interceptor a maximum (radial) range of 8,050 nautical miles, while being airborne for 3h, 50m. Its maximum (distance) range would be 16,450 nautical miles, for a total fly time of 7h, 50m. While patrolling in an area, fuel consumption is cut to 10 units every 10 minutes, allowing for a maximum stantionary patrol time of 16h, 40m.&lt;br /&gt;
&lt;br /&gt;
After a flight, X-COM base facilities will refuel your Interceptor at a rate of 5% every half hour, on the half hour. Thus, it can take 10 hours to refuel a craft on empty. If weapons have been fired (or you are mounting new weapons), it will then take 3 hours to re-arm, regardless of how much ammo is needed. At the turn of the first hour after refuelling (measured by hour on the clock, straight up), your left weapon is replenished. Turn of second hour, right one is replenished. Turn of third hour: Craft drops out of REARMING status and is ready to fly. Note that even if your Interceptor has not fired (full ammo), it will still wait until the next hour (straight up) going through that last REARM phase after refuelling.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Firestorm]] - New Fighter Craft&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8376</id>
		<title>Talk:Skyranger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8376"/>
		<updated>2006-07-24T19:28:22Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Truncation ==&lt;br /&gt;
Mathematically, the Skyranger shouldn&#039;t be able to stay out for 3 days at a time. It just goes through its fuel too fast. (Ironic that I say that with a Skyranger, eh?) However, after just trying it for myself, the skyranger netted a whole 10 extra hours. I think it has something to do with truncation versus full decimal precision.&lt;br /&gt;
I patrolled a Skyranger on top of my base in a new game, then waited until the &amp;quot;low fuel notice&amp;quot;. This came 82 hours later. Doing the math in reverse:&lt;br /&gt;
Staying in the air 82 hours means it is draining fuel 492 times, every 10 minutes.&lt;br /&gt;
Assuming the tank becomes empty, it is then losing .203% of its fuel tank every 10 minutes, travelling at half speed.&lt;br /&gt;
At full speed, this becomes .406% of its fuel tank every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Methinks that the game truncates the value of the fuel ratio (whole tank/amount consumed per 10 mins) and this means that the terran fueled crafts will probably have slightly longer ranges.&lt;br /&gt;
&lt;br /&gt;
-[[User:Cobalt|Cobalt]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Skyranger can indeed stay up in the air for 3 days straight, but only if it&#039;s out on patrol and if it&#039;s near your base. The further you travel, the higher your craft&#039;s bingo points for returning to base (4% on my last test). &lt;br /&gt;
&lt;br /&gt;
I decided to do another test of how long the Skyranger can stay up in continuous travel. After running a test by constantly setting waypoints on the opposite sides of the globe after arriving at each waypoint, I was able to force the Skyranger to empty its tank in a single day. Not an exact 24 hours, but within the same day. That&#039;s still quite a lot of air time! &lt;br /&gt;
&lt;br /&gt;
So your air time really depends on how hard you&#039;re pushing the Sykranger and how far you&#039;re going.&lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ah, found where the truncation&#039;s occuring - it explains why the Skyranger stays in the air longer than its fuel seems to suggest.&lt;br /&gt;
&lt;br /&gt;
A Skyranger travelling at max speed is going 760 knots. This means a fuel consumption rate of 7.6, which is then truncated to 7.&lt;br /&gt;
A Skyranger patrolling is going 380 knots. This means a fuel consumption rate of 3.8, which is then truncated to 3. Max fly time at this consumption rate is 3 days, 11h, 20m. &lt;br /&gt;
&lt;br /&gt;
A similar thing likely happens with the Interceptor. I&#039;ll edit the skyranger and &#039;ceptor later.&lt;br /&gt;
-[[User:Cobalt|Cobalt]]&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8375</id>
		<title>Talk:Skyranger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8375"/>
		<updated>2006-07-24T19:27:51Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Truncation ==&lt;br /&gt;
Mathematically, the Skyranger shouldn&#039;t be able to stay out for 3 days at a time. It just goes through its fuel too fast. (Ironic that I say that with a Skyranger, eh?) However, after just trying it for myself, the skyranger netted a whole 10 extra hours. I think it has something to do with truncation versus full decimal precision.&lt;br /&gt;
I patrolled a Skyranger on top of my base in a new game, then waited until the &amp;quot;low fuel notice&amp;quot;. This came 82 hours later. Doing the math in reverse:&lt;br /&gt;
Staying in the air 82 hours means it is draining fuel 492 times, every 10 minutes.&lt;br /&gt;
Assuming the tank becomes empty, it is then losing .203% of its fuel tank every 10 minutes, travelling at half speed.&lt;br /&gt;
At full speed, this becomes .406% of its fuel tank every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Methinks that the game truncates the value of the fuel ratio (whole tank/amount consumed per 10 mins) and this means that the terran fueled crafts will probably have slightly longer ranges.&lt;br /&gt;
&lt;br /&gt;
-[[User:Cobalt|Cobalt]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Skyranger can indeed stay up in the air for 3 days straight, but only if it&#039;s out on patrol and if it&#039;s near your base. The further you travel, the higher your craft&#039;s bingo points for returning to base (4% on my last test). &lt;br /&gt;
&lt;br /&gt;
I decided to do another test of how long the Skyranger can stay up in continuous travel. After running a test by constantly setting waypoints on the opposite sides of the globe after arriving at each waypoint, I was able to force the Skyranger to empty its tank in a single day. Not an exact 24 hours, but within the same day. That&#039;s still quite a lot of air time! &lt;br /&gt;
&lt;br /&gt;
So your air time really depends on how hard you&#039;re pushing the Sykranger and how far you&#039;re going.&lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
Ah, found where the truncation&#039;s occuring - it explains why the Skyranger stays in the air longer than its fuel seems to suggest.&lt;br /&gt;
&lt;br /&gt;
A Skyranger travelling at max speed is going 760 knots. This means a fuel consumption rate of 7.6, which is then truncated to 7.&lt;br /&gt;
A Skyranger patrolling is going 380 knots. This means a fuel consumption rate of 3.8, which is then truncated to 3. Max fly time at this consumption rate is 3 days, 11h, 20m. &lt;br /&gt;
&lt;br /&gt;
A similar thing likely happens with the Interceptor. I&#039;ll edit the skyranger and &#039;ceptor later.&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avenger&amp;diff=8337</id>
		<title>Avenger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avenger&amp;diff=8337"/>
		<updated>2006-07-24T03:17:09Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* Special Requirements */ - added consumption info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:avenger.png|right|Avenger - Ultimate Craft]]&lt;br /&gt;
The &amp;quot;Avenger&amp;quot; is the ultimate replication of Alien technology. Both a troop transporter and an effective interceptor, the &amp;quot;Avenger&amp;quot; is generally considered to be the best craft to use once the technology has been developed.&lt;br /&gt;
&lt;br /&gt;
(HOWEVER!!! Unless you exploit the &amp;quot;infinite fuel&amp;quot; cheat, the skyranger will be able to stay in the air something like... 10,000% longer than any other aircraft. This makes it ESSENTIAL to keep a skyranger around to detect alien bases. And also to exploit the terror mission daylight mission trick)&lt;br /&gt;
&lt;br /&gt;
The fastest craft available to [[X-COM]], as well as the most resilient to damage. It also has a huge amount of room in the cargo holds. The &amp;quot;Avenger&amp;quot; - when armed with dual [[Plasma Beam]]s,  is arguably the only craft available to X-COM that can intercept an alien battleship single-handed without being completely destroyed. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
The &amp;quot;Avenger&amp;quot; craft is fuelled by [[Elerium-115]]. Before manufacturing this craft, ensure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].&lt;br /&gt;
&lt;br /&gt;
While airborne, the Avenger consumes 1 fuel unit (1/5th unit of [[Elerium-115]], 1.66% total fuel) every ten minutes, regardless of the speed of the craft. The Avenger has a maximum (radial) range of 27,000 nautical miles, while being airborne for 5 hours. Its maximum (distance) range is 54,000 nautical miles for a total fly time of 10 hours. Patrolling has no effect on fuel consumption.&lt;br /&gt;
&lt;br /&gt;
One Avenger requires 12 units of Elerium for refuelling. When refuelling, the Avenger receives 8.3% more fuel (1/12th its Elerium) every half hour, on the half hour. So it can take up to six hours to refuel, and will be finished fuelling precisely on the turn of a half hour.&lt;br /&gt;
&lt;br /&gt;
If Plasma Beams have been fired, it will take 3 hours to re-arm, regardless of how many PB shots were used. At the turn of the first hour after refuelling (measured by hour on the clock, straight up), your left Plasma Beam goes to 100 ammo. Turn of second hour, right one goes to 100. Turn of third hour: Craft drops out of REARMING status and is ready to fly. Even if your craft has not fired (ammo=100), it will still wait until the next hour (straight up) going through that last REARM phase after refuelling.&lt;br /&gt;
&lt;br /&gt;
Avengers are repaired at the rate of 2% damage per day. Thus it can take e.g. THIRTY DAYS to fix a 60% damaged Avenger. A Firestorm would recover from 60% in just 12 days (5%/day). However, what&#039;s really happening here is that they both repair approximately the same &#039;&#039;Damage Capacity&#039;&#039; (i.e., &amp;quot;hit points&amp;quot;) per day... 2% of 1200 equals 24/day for Avenger, and 5% of 500 equals 25/day for Firestorm.&lt;br /&gt;
&lt;br /&gt;
Service is done in this order: Repairs, refuelling, rearming. If you transfer an Avenger between bases, it will still need refuelling and rearming when it arrives even though 12+ hours have passed (if it needed them before it left).&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Skyranger]] - Standard Troop Transporter&lt;br /&gt;
*[[Lightning]] - New Fighter-Transporter&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Lightning&amp;diff=8336</id>
		<title>Lightning</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Lightning&amp;diff=8336"/>
		<updated>2006-07-24T03:11:36Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* Special Requirements */ Forgot the commas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:lightning.png|right|Lightning - New Fighter-Transporter]]The prototype X-Com fighter/transporter, the Lightning is the second UFO-based craft developed by R&amp;amp;D, with the emphasis on troop transport capabilities.&lt;br /&gt;
&lt;br /&gt;
The Lightning is your typical &#039;Jack of all trades, master of none&#039;. It neither excels at being an interceptor nor does it excel at being a troop transporter. Either role can be better filled with other aircraft, such as [[Interceptor]]s or [[Skyranger]]s, but the Lightning is a meld of both. &lt;br /&gt;
&lt;br /&gt;
As an interceptor, it fails by having a short range. As a transporter, it is unable to carry [[Heavy Weapons Platforms]]. These are the main reasons why a number of [[X-COM]] Commanders frown on the usage of the Lightning.&lt;br /&gt;
&lt;br /&gt;
However, unlike the [[Skyranger]] or the [[Avenger]], the Lightning does offer a completely unique experience when it comes to ground combat because of its peculiar octagonal design. Due to an unusual design flaw, troops are able to leave from four other locations apart from the official entrance. These additional exits are found on the corners of the ship. &lt;br /&gt;
&lt;br /&gt;
With a combination of well trained soldiers, adequate equipment and strategy, the ability to deploy from almost every direction can prove to be very advantageous in many different situations. However, as the Lightning lacks the ability to transport [[Heavy Weapons Platforms]], only [[X-COM]] Commanders that are confident in the abilities of their squads to survive without HWPs may wish to make use of the Lightning. &lt;br /&gt;
&lt;br /&gt;
As the Lightning is designed to carry troops, it lacks the acceleration of the [[Firestorm]]. This means that even though it can stay in the air for almost as long as a [[Firestorm]], it cannot fly very far. This does not necessarily render the Lightning useless. Though its range is limited, its acceleration still outclasses every other earth based aircraft available, making it excellent for rapid short range interceptions and ground assaults. &lt;br /&gt;
&lt;br /&gt;
Whilst its primary role is that of troop transporter, unlike the [[Skyranger]] it has a single aircraft weapons hardpoint.&lt;br /&gt;
&lt;br /&gt;
The Lightning also has much heavier armour and hull strength than the [[Firestorm]] and is second only to the [[Avenger]] in terms of its ability to sustain damage. Although it may not be destroyed completely by a single attack from a [[Battleship]], the odds of a lone Lightning surviving an attack against a [[Battleship]] are substantially smaller than that of the [[Avenger]]. &lt;br /&gt;
&lt;br /&gt;
The Lightning, for all its advantages and disadvantages, is best used as support for other ships with a more dedicated role rather to be relied on by itself. If you need rapid response times and don&#039;t have the Avenger, this craft can shuttle back and forth between all those landed alien craft who are building an Alien base. Grab that Elerium quick.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
The &amp;quot;Lightning&amp;quot; craft is fuelled by [[Elerium-115]]. Before manufacturing this craft, ensure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].&lt;br /&gt;
&lt;br /&gt;
While airborne, the Lightning consumes fuel at the rate of 1 fuel unit (1/5th unit of [[Elerium-115]], 3.33% total fuel) every ten minutes, regardless of the speed of the craft. The Lightning has a maximum (radial) range of only 7,750 nautical miles, while being airborne for 2h, 30m. Its maximum (distance) range is 15,500 nautical miles, for a total fly time of 5 hours. Patrolling has no effect on fuel consumption.&lt;br /&gt;
&lt;br /&gt;
One Lightning requires 6 units of Elerium for refuelling. When refuelling, the Lightning receives 16% more fuel (i.e., 1 Elerium) every half hour, on the half hour. So it can take up to three hours to refuel, and will be finished fuelling precisely on the turn of a half hour.&lt;br /&gt;
&lt;br /&gt;
Lightnings are repaired at the rate of 3% damage per day.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Skyranger]] - Standard Troop Transporter&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Lightning&amp;diff=8335</id>
		<title>Lightning</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Lightning&amp;diff=8335"/>
		<updated>2006-07-24T03:10:35Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* Special Requirements */ - added fuel consumption info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:lightning.png|right|Lightning - New Fighter-Transporter]]The prototype X-Com fighter/transporter, the Lightning is the second UFO-based craft developed by R&amp;amp;D, with the emphasis on troop transport capabilities.&lt;br /&gt;
&lt;br /&gt;
The Lightning is your typical &#039;Jack of all trades, master of none&#039;. It neither excels at being an interceptor nor does it excel at being a troop transporter. Either role can be better filled with other aircraft, such as [[Interceptor]]s or [[Skyranger]]s, but the Lightning is a meld of both. &lt;br /&gt;
&lt;br /&gt;
As an interceptor, it fails by having a short range. As a transporter, it is unable to carry [[Heavy Weapons Platforms]]. These are the main reasons why a number of [[X-COM]] Commanders frown on the usage of the Lightning.&lt;br /&gt;
&lt;br /&gt;
However, unlike the [[Skyranger]] or the [[Avenger]], the Lightning does offer a completely unique experience when it comes to ground combat because of its peculiar octagonal design. Due to an unusual design flaw, troops are able to leave from four other locations apart from the official entrance. These additional exits are found on the corners of the ship. &lt;br /&gt;
&lt;br /&gt;
With a combination of well trained soldiers, adequate equipment and strategy, the ability to deploy from almost every direction can prove to be very advantageous in many different situations. However, as the Lightning lacks the ability to transport [[Heavy Weapons Platforms]], only [[X-COM]] Commanders that are confident in the abilities of their squads to survive without HWPs may wish to make use of the Lightning. &lt;br /&gt;
&lt;br /&gt;
As the Lightning is designed to carry troops, it lacks the acceleration of the [[Firestorm]]. This means that even though it can stay in the air for almost as long as a [[Firestorm]], it cannot fly very far. This does not necessarily render the Lightning useless. Though its range is limited, its acceleration still outclasses every other earth based aircraft available, making it excellent for rapid short range interceptions and ground assaults. &lt;br /&gt;
&lt;br /&gt;
Whilst its primary role is that of troop transporter, unlike the [[Skyranger]] it has a single aircraft weapons hardpoint.&lt;br /&gt;
&lt;br /&gt;
The Lightning also has much heavier armour and hull strength than the [[Firestorm]] and is second only to the [[Avenger]] in terms of its ability to sustain damage. Although it may not be destroyed completely by a single attack from a [[Battleship]], the odds of a lone Lightning surviving an attack against a [[Battleship]] are substantially smaller than that of the [[Avenger]]. &lt;br /&gt;
&lt;br /&gt;
The Lightning, for all its advantages and disadvantages, is best used as support for other ships with a more dedicated role rather to be relied on by itself. If you need rapid response times and don&#039;t have the Avenger, this craft can shuttle back and forth between all those landed alien craft who are building an Alien base. Grab that Elerium quick.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
The &amp;quot;Lightning&amp;quot; craft is fuelled by [[Elerium-115]]. Before manufacturing this craft, ensure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].&lt;br /&gt;
&lt;br /&gt;
While airborne, the Lightning consumes fuel at the rate of 1 fuel unit (1/5th unit of [[Elerium-115]], 3.33% total fuel) every ten minutes, regardless of the speed of the craft. The Lightning has a maximum (radial) range of only 7750 nautical miles, while being airborne for 2h, 30m. Its maximum (distance) range is 15500 nautical miles, for a total fly time of 5 hours. Patrolling has no effect on fuel consumption.&lt;br /&gt;
&lt;br /&gt;
One Lightning requires 6 units of Elerium for refuelling. When refuelling, the Lightning receives 16% more fuel (i.e., 1 Elerium) every half hour, on the half hour. So it can take up to three hours to refuel, and will be finished fuelling precisely on the turn of a half hour.&lt;br /&gt;
&lt;br /&gt;
Lightnings are repaired at the rate of 3% damage per day.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Skyranger]] - Standard Troop Transporter&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Firestorm&amp;diff=8334</id>
		<title>Firestorm</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Firestorm&amp;diff=8334"/>
		<updated>2006-07-24T03:02:54Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* Special Requirements */ - added fuel consumption info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:firestorm.png|right|Firestorm - New Fighter Craft]]&lt;br /&gt;
The first X-COM craft engineered from Alien technology, &amp;quot;Firestorm&amp;quot; is a direct replacement for the standard combat craft [[Interceptor]].&lt;br /&gt;
&lt;br /&gt;
With a crew of one, &amp;quot;Firestorm&amp;quot; has been designed around the classic &amp;quot;Flying Saucer&amp;quot; concept, with a central propulsion unit identical to those found in UFOs.&lt;br /&gt;
&lt;br /&gt;
As a fighter &amp;quot;Firestorm&amp;quot; is much faster than [[Interceptor]], and is capable of travelling fast enough to keep up with the majority of [[UFO (UFO Defense)|UFOs]]. However, it is dogged by what many Commanders consider to be an abysmal range. Although it may be slower, the [[Interceptor]] can travel farther on a full tank of fuel. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
The &amp;quot;Firestorm&amp;quot; fighter craft is fuelled by [[Elerium-115]]. Before manufacturing this craft, make sure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].&lt;br /&gt;
&lt;br /&gt;
When airborne, the Firestorm consumes fuel at the rate of 1 fuel unit (1/5th unit of [[Elerium-115]], 5% total fuel) every ten minutes, regardless of the speed of the craft. The Firestorm has a maximum (radial) range of only 7,000 nautical miles, while being airborne for a paltry 1h, 40m. Its maximum (distance) range is 14,000 nautical miles, while having a total fly time of only 3h, 20m. Patrolling has no effect on fuel consumption.&lt;br /&gt;
&lt;br /&gt;
One Firestorm requires 4 units of [[Elerium-115|Elerium]] for refuelling. When refuelling, the Firestorm receives 25% more fuel (i.e., 1 Elerium) every half hour, on the half hour. So it can take up to two hours to refuel, and will be finished fuelling precisely on the turn of a half hour.&lt;br /&gt;
&lt;br /&gt;
If [[Plasma_Beam|Plasma Beams]] have been fired, it will take 3 hours to re-arm, regardless of how many PB shots were used. At the turn of the first hour after refuelling (measured by hour on the clock, straight up), your left Plasma Beam goes to 100 ammo. At the turn of the second hour, the right one goes to 100. Turn of third hour: Craft drops out of REARMING status and is ready to fly. Even if your craft has not fired (ammo=100), it will still wait until the next hour (straight up) going through that last REARM phase after refuelling.&lt;br /&gt;
&lt;br /&gt;
Firestorms are repaired at the rate of 5% damage per day. Service is done in this order: Repairs, refuelling, rearming. If you transfer a Firestorm between bases, it will still need refuelling and rearming when it arrives even though 12+ hours have passed (if it needed them before it left).&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Interceptor]] - Standard Fighter Craft&lt;br /&gt;
*[[Lightning]] - New Fighter-Transporter&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8333</id>
		<title>Talk:Skyranger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8333"/>
		<updated>2006-07-24T02:51:32Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Truncation ==&lt;br /&gt;
Mathematically, the Skyranger shouldn&#039;t be able to stay out for 3 days at a time. It just goes through its fuel too fast. (Ironic that I say that with a Skyranger, eh?) However, after just trying it for myself, the skyranger netted a whole 10 extra hours. I think it has something to do with truncation versus full decimal precision.&lt;br /&gt;
I patrolled a Skyranger on top of my base in a new game, then waited until the &amp;quot;low fuel notice&amp;quot;. This came 82 hours later. Doing the math in reverse:&lt;br /&gt;
Staying in the air 82 hours means it is draining fuel 492 times, every 10 minutes.&lt;br /&gt;
Assuming the tank becomes empty, it is then losing .203% of its fuel tank every 10 minutes, travelling at half speed.&lt;br /&gt;
At full speed, this becomes .406% of its fuel tank every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Methinks that the game truncates the value of the fuel ratio (whole tank/amount consumed per 10 mins) and this means that the terran fueled crafts will probably have slightly longer ranges.&lt;br /&gt;
&lt;br /&gt;
-[[User:Cobalt|Cobalt]]&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8332</id>
		<title>Talk:Skyranger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8332"/>
		<updated>2006-07-24T02:49:22Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Truncation ==&lt;br /&gt;
Mathematically, the Skyranger shouldn&#039;t be able to stay out for 3 days at a time. It just goes through its fuel too fast. (Ironic that I say that with a Skyranger, eh?) However, after just trying it for myself, the skyranger netted a whole 10 extra hours. I think it has something to do with truncation versus full decimal precision.&lt;br /&gt;
I patrolled a Skyranger on top of my base in a new game, then waited until the &amp;quot;low fuel notice&amp;quot;. This came 82 hours later. Doing the math in reverse:&lt;br /&gt;
Staying in the air 82 hours means it is draining fuel 492 times, every 10 minutes.&lt;br /&gt;
Assuming the tank becomes empty, it is then losing .203% of its fuel tank every 10 minutes, travelling at half speed.&lt;br /&gt;
At full speed, this becomes .406% of its fuel tank every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Methinks that the game truncates the value of the fuel ratio (whole tank/amount consumed per 10 mins) and this means that the terran fueled crafts will probably have slightly longer ranges.&lt;br /&gt;
&lt;br /&gt;
-[[Cobalt]]&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8331</id>
		<title>Talk:Skyranger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8331"/>
		<updated>2006-07-24T02:48:17Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: The note!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Truncation ==&lt;br /&gt;
Mathematically, the Skyranger shouldn&#039;t be able to stay out for 3 days at a time. It just goes through its fuel too fast. (Ironic that I say that with a Skyranger, eh?) However, after just trying it for myself, the skyranger netted a whole 10 extra hours. I think it has something to do with truncation versus full decimal precision.&lt;br /&gt;
I patrolled a Skyranger on top of my base in a new game, then waited until the &amp;quot;low fuel notice&amp;quot;. This came 82 hours later. Doing the math in reverse:&lt;br /&gt;
Staying in the air 82 hours means it is draining fuel 492 times, every 10 minutes.&lt;br /&gt;
Assuming the tank becomes empty, it is then losing .203% of its fuel tank every 10 minutes, travelling at half speed.&lt;br /&gt;
At full speed, this becomes .406% of its fuel tank every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Methinks that the game truncates the value of the fuel ratio (whole tank/amount consumed per 10 mins) and this means that the terran fueled crafts will probably have slightly longer ranges.&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8330</id>
		<title>Talk:Skyranger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Skyranger&amp;diff=8330"/>
		<updated>2006-07-24T02:35:47Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: Truncation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Truncation ==&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Skyranger&amp;diff=8329</id>
		<title>Skyranger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Skyranger&amp;diff=8329"/>
		<updated>2006-07-24T02:35:23Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* General Information */ - Added consumption notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:skyranger.png|right|Skyranger Troop Transporter]]The Skyranger is a troop transporter. The fastest in its class, it also features Vertical Take-Off and Landing (VTOL) capabilities.&lt;br /&gt;
&lt;br /&gt;
With a listed top speed of 760 and a large fuel capacity, the Skyranger is capable of transporting X-COM soldiers to missions around the globe.&lt;br /&gt;
&lt;br /&gt;
While airborne, the Skyranger consumes fuel at the rate of 7 units (0.466%) every ten minutes, at top speed. This gives the Skyranger a maximum (radial) range of 13,553 nautical miles, while being airborne for 17h, 50m. Its maximum (distance) range would be 27,106 nautical miles, while being airborne for 35h, 40m (1 day, 11hrs, 40m). While patrolling in an area, fuel consumption is cut in half, allowing for a maximum stationary patrol time of 71hrs, 30m+. (2 days, 23 hrs, 30m+). See Talk page for explanation behind the plus sign.&lt;br /&gt;
&lt;br /&gt;
[Jasonred] : The Skyranger has the most fuel capacity of any ship in the game, and can stay in the air for a max of 3.5 DAYS, compared to the Avenger which can remain in the air for a max of 5 hours. Thus, the Skyranger pretty much remains the only craft capable of performing sweeps for suspected alien bases throughout the game.&lt;br /&gt;
&lt;br /&gt;
After a flight, the Skyranger refills its tanks at 3.33% every half hour, on the half hour. (Since you don&#039;t see decimals, refuelling follows a pattern of +3%, +3%, +4% fuel.) Thus it can take up to 15 hours (30 half hours) to refuel, if on empty. It will then perform a rearming step, even though it has no weapons. It will drop out of rearming status and be ready to fly when the clock is next straight up on an hour. Thus, rearming will either take a half hour (if fuelling ended at XX:30) or an hour (if fuelling ended at XX:00).&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;760&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Lightning]] - New Fighter-Transporter&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;br /&gt;
*[[Data Canister: Skyranger]]&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Interceptor&amp;diff=8328</id>
		<title>Interceptor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Interceptor&amp;diff=8328"/>
		<updated>2006-07-24T02:05:53Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: cleared up the bit on range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:interceptor.png|right|Interceptor Combat Aircraft]]&lt;br /&gt;
The Interceptor (most likely a modified F-22 Raptor, although our sources inside X-Com neither confirm nor deny this) is the best combat aircraft that Earth technology can offer. Powered by dual pulse detonation engines, and with specially shielded electronic systems, the Interceptor is one of X-COM&#039;s most valuable assets in the fight against the alien threat.&lt;br /&gt;
&lt;br /&gt;
Even after the X-COM R&amp;amp;D departments created the blueprints for the [[Firestorm]] as a replacement for the Interceptor, many Commanders still keep one or two Interceptors on their roster due to the increased range that the Interceptor offers. The main drawback of the Interceptor is that it is lightly armoured in comparison to X-COM craft based around alien technology. However, with the [[Craft Armaments (UFO Defense)|right weaponry]] mounted to it it can deal with the vast majority of UFO incursions.&lt;br /&gt;
&lt;br /&gt;
While airborne, the Interceptor consumes fuel at the rate of 21 units (2.1%) every ten minutes, at top speed. This gives the Interceptor a maximum (radial) range of 8,050 nautical miles, while being airborne for 3h, 50m. Its maximum (distance) range would be 16,450 nautical miles, for a total fly time of 7h, 50m. While patrolling in an area, fuel consumption is cut in half, allowing for a maximum stantionary patrol time of 15h, 50m.&lt;br /&gt;
&lt;br /&gt;
After a flight, X-COM base facilities will refuel your Interceptor at a rate of 5% every half hour, on the half hour. Thus, it can take 10 hours to refuel a craft on empty. If weapons have been fired (or you are mounting new weapons), it will then take 3 hours to re-arm, regardless of how much ammo is needed. At the turn of the first hour after refuelling (measured by hour on the clock, straight up), your left weapon is replenished. Turn of second hour, right one is replenished. Turn of third hour: Craft drops out of REARMING status and is ready to fly. Note that even if your Interceptor has not fired (full ammo), it will still wait until the next hour (straight up) going through that last REARM phase after refuelling.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Firestorm]] - New Fighter Craft&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Interceptor&amp;diff=8327</id>
		<title>Interceptor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Interceptor&amp;diff=8327"/>
		<updated>2006-07-24T02:02:31Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* General Information */ - added bit about consumption while patrolling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:interceptor.png|right|Interceptor Combat Aircraft]]&lt;br /&gt;
The Interceptor (most likely a modified F-22 Raptor, although our sources inside X-Com neither confirm nor deny this) is the best combat aircraft that Earth technology can offer. Powered by dual pulse detonation engines, and with specially shielded electronic systems, the Interceptor is one of X-COM&#039;s most valuable assets in the fight against the alien threat.&lt;br /&gt;
&lt;br /&gt;
Even after the X-COM R&amp;amp;D departments created the blueprints for the [[Firestorm]] as a replacement for the Interceptor, many Commanders still keep one or two Interceptors on their roster due to the increased range that the Interceptor offers. The main drawback of the Interceptor is that it is lightly armoured in comparison to X-COM craft based around alien technology. However, with the [[Craft Armaments (UFO Defense)|right weaponry]] mounted to it it can deal with the vast majority of UFO incursions.&lt;br /&gt;
&lt;br /&gt;
While airborne, the Interceptor consumes fuel at the rate of 21 units (2.1%) every ten minutes, at top speed. This gives the Interceptor a maximum range of 8,050 nautical miles, while being airborne for 3h, 50m. Its maximum range would be 16,450 nautical miles, for a total fly time of 7h, 50m. While patrolling in an area, fuel consumption is cut in half, allowing for a maximum stantionary patrol time of 15h, 50m.&lt;br /&gt;
&lt;br /&gt;
After a flight, X-COM base facilities will refuel your Interceptor at a rate of 5% every half hour, on the half hour. Thus, it can take 10 hours to refuel a craft on empty. If weapons have been fired (or you are mounting new weapons), it will then take 3 hours to re-arm, regardless of how much ammo is needed. At the turn of the first hour after refuelling (measured by hour on the clock, straight up), your left weapon is replenished. Turn of second hour, right one is replenished. Turn of third hour: Craft drops out of REARMING status and is ready to fly. Note that even if your Interceptor has not fired (full ammo), it will still wait until the next hour (straight up) going through that last REARM phase after refuelling.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Firestorm]] - New Fighter Craft&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Interceptor&amp;diff=8326</id>
		<title>Interceptor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Interceptor&amp;diff=8326"/>
		<updated>2006-07-24T01:53:11Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: /* General Information */ -added fuel consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:interceptor.png|right|Interceptor Combat Aircraft]]&lt;br /&gt;
The Interceptor (most likely a modified F-22 Raptor, although our sources inside X-Com neither confirm nor deny this) is the best combat aircraft that Earth technology can offer. Powered by dual pulse detonation engines, and with specially shielded electronic systems, the Interceptor is one of X-COM&#039;s most valuable assets in the fight against the alien threat.&lt;br /&gt;
&lt;br /&gt;
Even after the X-COM R&amp;amp;D departments created the blueprints for the [[Firestorm]] as a replacement for the Interceptor, many Commanders still keep one or two Interceptors on their roster due to the increased range that the Interceptor offers. The main drawback of the Interceptor is that it is lightly armoured in comparison to X-COM craft based around alien technology. However, with the [[Craft Armaments (UFO Defense)|right weaponry]] mounted to it it can deal with the vast majority of UFO incursions.&lt;br /&gt;
&lt;br /&gt;
While airborne, the Interceptor consumes fuel at the rate of 21 units (2.1%) every ten minutes, regardless of the speed of the craft. This gives the Interceptor a maximum range of 8,050 nautical miles, while being airborne for 3h, 50m. Its maximum range would be 16,450 nautical miles, for a total fly time of 7h, 50m. &lt;br /&gt;
&lt;br /&gt;
After a flight, X-COM base facilities will refuel your Interceptor at a rate of 5% every half hour, on the half hour. Thus, it can take 10 hours to refuel a craft on empty. If weapons have been fired (or you are mounting new weapons), it will then take 3 hours to re-arm, regardless of how much ammo is needed. At the turn of the first hour after refuelling (measured by hour on the clock, straight up), your left weapon is replenished. Turn of second hour, right one is replenished. Turn of third hour: Craft drops out of REARMING status and is ready to fly. Note that even if your Interceptor has not fired (full ammo), it will still wait until the next hour (straight up) going through that last REARM phase after refuelling.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Firestorm]] - New Fighter Craft&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Lightning&amp;diff=8321</id>
		<title>Lightning</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Lightning&amp;diff=8321"/>
		<updated>2006-07-23T05:58:39Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: Changed &amp;quot;firestorm&amp;quot; to &amp;quot;lightning&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:lightning.png|right|Lightning - New Fighter-Transporter]]The prototype X-Com fighter/transporter, the Lightning is the second UFO-based craft developed by R&amp;amp;D, with the emphasis on troop transport capabilities.&lt;br /&gt;
&lt;br /&gt;
The Lightning is your typical &#039;Jack of all trades, master of none&#039;. It neither excels at being an interceptor nor does it excel at being a troop transporter. Either role can be better filled with other aircraft, such as [[Interceptor]]s or [[Skyranger]]s, but the Lightning is a meld of both. &lt;br /&gt;
&lt;br /&gt;
As an interceptor, it fails by having a short range. As a transporter, it is unable to carry [[Heavy Weapons Platforms]]. These are the main reasons why a number of [[X-COM]] Commanders frown on the usage of the Lightning.&lt;br /&gt;
&lt;br /&gt;
However, unlike the [[Skyranger]] or the [[Avenger]], the Lightning does offer a completely unique experience when it comes to ground combat because of its peculiar octagonal design. Due to an unusual design flaw, troops are able to leave from four other locations apart from the official entrance. These additional exits are found on the corners of the ship. &lt;br /&gt;
&lt;br /&gt;
With a combination of well trained soldiers, adequate equipment and strategy, the ability to deploy from almost every direction can prove to be very advantageous in many different situations. However, as the Lightning lacks the ability to transport [[Heavy Weapons Platforms]], only [[X-COM]] Commanders that are confident in the abilities of their squads to survive without HWPs may wish to make use of the Lightning. &lt;br /&gt;
&lt;br /&gt;
As the Lightning is designed to carry troops, it lacks the acceleration of the [[Firestorm]]. This means that even though it can stay in the air for almost as long as a [[Firestorm]], it cannot fly very far. This does not necessarily render the Lightning useless. Though its range is limited, its acceleration still outclasses every other earth based aircraft available, making it excellent for rapid short range interceptions and ground assaults. &lt;br /&gt;
&lt;br /&gt;
Whilst its primary role is that of troop transporter, unlike the [[Skyranger]] it has a single aircraft weapons hardpoint.&lt;br /&gt;
&lt;br /&gt;
The Lightning also has much heavier armour and hull strength than the [[Firestorm]] and is second only to the [[Avenger]] in terms of its ability to sustain damage. Although it may not be destroyed completely by a single attack from a [[Battleship]], the odds of a lone Lightning surviving an attack against a [[Battleship]] are substantially smaller than that of the [[Avenger]]. &lt;br /&gt;
&lt;br /&gt;
The Lightning, for all its advantages and disadvantages, is best used as support for other ships with a more dedicated role rather to be relied on by itself. If you need rapid response times and don&#039;t have the Avenger, this craft can shuttle back and forth between all those landed alien craft who are building an Alien base. Grab that Elerium quick.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
The &amp;quot;Lightning&amp;quot; craft is fuelled by [[Elerium-115]]. Before manufacturing this craft, ensure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].&lt;br /&gt;
&lt;br /&gt;
One Lightning requires 6 units of Elerium for refuelling. When refuelling, the Lightning receives 16% more fuel (i.e., 1 Elerium) every half hour, on the half hour. So it can take up to three hours to refuel, and will be finished fuelling precisely on the turn of a half hour.&lt;br /&gt;
&lt;br /&gt;
Lightnings are repaired at the rate of 3% damage per day.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Skyranger]] - Standard Troop Transporter&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=8277</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=8277"/>
		<updated>2006-07-17T16:00:43Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F, 11, 13, 15:&#039;&#039;&#039; No Idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 16 | 17 | 18 | 19 | 1A | 1B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 1C | 1D | 1E | 1F | 20 | 21 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 22 | 23 | 24 | 25 | 26 | 27 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 28 | 29 | 2A | 2B | 2C | 2D |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 2E | 2F | 30 | 31 | 32 | 33 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 34 | 35 | 36 | 37 | 38 | 39 |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 3A | 3B | 3C | 3D | 3E | 3F |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 40 | 41 | 42 | 43 | 44 | 45 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 46 | 47 | 48 | 49 | 4A | 4B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 4C | 4D | 4E | 4F | 50 | 51 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 52 | 53 | 54 | 55 | 56 | 57 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 58 | 59 | 5A | 5B | 5C | 5D |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. All possible values are 00 to FF, but when you go over 32,766 on 2-byte values, the number goes negative. And if it&#039;s two bytes then the first byte is the low bit and the second bit is the high bit. Example: 05 00 should be read as 00 05. &#039;&#039;&#039;The first two (Engineers and Scientists) are one byte; all the rest are two bytes.&#039;&#039;&#039; Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=8276</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=8276"/>
		<updated>2006-07-17T16:00:15Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: Added in the offset for the hyperwave decoder capability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F, 11, 13,15:&#039;&#039;&#039; No Idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 16 | 17 | 18 | 19 | 1A | 1B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 1C | 1D | 1E | 1F | 20 | 21 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 22 | 23 | 24 | 25 | 26 | 27 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 28 | 29 | 2A | 2B | 2C | 2D |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 2E | 2F | 30 | 31 | 32 | 33 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 34 | 35 | 36 | 37 | 38 | 39 |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 3A | 3B | 3C | 3D | 3E | 3F |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 40 | 41 | 42 | 43 | 44 | 45 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 46 | 47 | 48 | 49 | 4A | 4B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 4C | 4D | 4E | 4F | 50 | 51 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 52 | 53 | 54 | 55 | 56 | 57 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 58 | 59 | 5A | 5B | 5C | 5D |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. All possible values are 00 to FF, but when you go over 32,766 on 2-byte values, the number goes negative. And if it&#039;s two bytes then the first byte is the low bit and the second bit is the high bit. Example: 05 00 should be read as 00 05. &#039;&#039;&#039;The first two (Engineers and Scientists) are one byte; all the rest are two bytes.&#039;&#039;&#039; Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=8275</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=8275"/>
		<updated>2006-07-17T09:29:17Z</updated>

		<summary type="html">&lt;p&gt;Cobalt: Added in the bytes that contain base radar detection values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F, 11, 13-15:&#039;&#039;&#039; No Idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 16 | 17 | 18 | 19 | 1A | 1B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 1C | 1D | 1E | 1F | 20 | 21 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 22 | 23 | 24 | 25 | 26 | 27 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 28 | 29 | 2A | 2B | 2C | 2D |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 2E | 2F | 30 | 31 | 32 | 33 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 34 | 35 | 36 | 37 | 38 | 39 |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
 /-----------------------------\&lt;br /&gt;
 | 3A | 3B | 3C | 3D | 3E | 3F |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 40 | 41 | 42 | 43 | 44 | 45 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 46 | 47 | 48 | 49 | 4A | 4B |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 4C | 4D | 4E | 4F | 50 | 51 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 52 | 53 | 54 | 55 | 56 | 57 |&lt;br /&gt;
 |-----------------------------|&lt;br /&gt;
 | 58 | 59 | 5A | 5B | 5C | 5D |&lt;br /&gt;
 \-----------------------------/&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. All possible values are 00 to FF, but when you go over 32,766 on 2-byte values, the number goes negative. And if it&#039;s two bytes then the first byte is the low bit and the second bit is the high bit. Example: 05 00 should be read as 00 05. &#039;&#039;&#039;The first two (Engineers and Scientists) are one byte; all the rest are two bytes.&#039;&#039;&#039; Here&#039;s the info:&lt;br /&gt;
&lt;br /&gt;
 005E  Engineer&lt;br /&gt;
 005F  Scientist&lt;br /&gt;
 0060  Stingray Launcher&lt;br /&gt;
 0062  Avalanche Launcher&lt;br /&gt;
 0064  Cannon&lt;br /&gt;
 0066  Fusion Ball Launcher&lt;br /&gt;
 0068  Laser Cannon&lt;br /&gt;
 006A  Plasma Beam&lt;br /&gt;
 006C  Stingray Missile&lt;br /&gt;
 006E  Avalanche Missile&lt;br /&gt;
 0070  Cannon Rounds&lt;br /&gt;
 0072  Fusion Balls&lt;br /&gt;
 0074  Tank/Cannon&lt;br /&gt;
 0076  Tank/Rocket Launcher&lt;br /&gt;
 0078  Tank/Laser Cannon&lt;br /&gt;
 007A  Hovertank/Plasma&lt;br /&gt;
 007C  Hovertank/Launcher&lt;br /&gt;
 007E  Pistol&lt;br /&gt;
 0080  Pistol Clip&lt;br /&gt;
 0082  Rifle&lt;br /&gt;
 0084  Rifle Clip&lt;br /&gt;
 0086  Heavy Cannon&lt;br /&gt;
 0088  HC-AP Ammo&lt;br /&gt;
 008A  HC-HE Ammo&lt;br /&gt;
 008C  HC-IN Ammo&lt;br /&gt;
 008E  Auto Cannon&lt;br /&gt;
 0090  AC-AP Ammo&lt;br /&gt;
 0092  AC-HE Ammo&lt;br /&gt;
 0094  AC-IN Ammo&lt;br /&gt;
 0096  Rocket Launcher&lt;br /&gt;
 0098  Small Rocket&lt;br /&gt;
 009A  Large Rocket&lt;br /&gt;
 009C  Incendiary Rocket&lt;br /&gt;
 009E  Laser Pistol&lt;br /&gt;
 00A0  Laser Rifle&lt;br /&gt;
 00A2  Heavy Laser&lt;br /&gt;
 00A4  Grenade&lt;br /&gt;
 00A6  Smoke Grenade&lt;br /&gt;
 00A8  Proximity Grenade&lt;br /&gt;
 00AA  High Explosive&lt;br /&gt;
 00AC  Motion Scanner&lt;br /&gt;
 00AE  Medi-Kit&lt;br /&gt;
 00B0  Psi-Amp&lt;br /&gt;
 00B2  Stun Rod&lt;br /&gt;
 00B4  Electro Flare&lt;br /&gt;
 00C2  Heavy Plasma&lt;br /&gt;
 00C4  Heavy Plasma Clip&lt;br /&gt;
 00C6  Plasma Rifle&lt;br /&gt;
 00C8  Plasma Rifle Clip&lt;br /&gt;
 00CA  Plasma Pistol&lt;br /&gt;
 00CC  Plasma Pistol Clip&lt;br /&gt;
 00CE  Blaster Launcher&lt;br /&gt;
 00D0  Blaster Bomb&lt;br /&gt;
 00D2  Small Launcher&lt;br /&gt;
 00D4  Stun Bomb&lt;br /&gt;
 00D6  Alien Grenade&lt;br /&gt;
 00D8  Elerium-115&lt;br /&gt;
 00DA  Mind Probe&lt;br /&gt;
 00E2  Sectoid Corpse&lt;br /&gt;
 00E4  Snakeman Corpse&lt;br /&gt;
 00E6  Ethereal Corpse&lt;br /&gt;
 00E8  Muton Corpse&lt;br /&gt;
 00EA  Floater Corpse&lt;br /&gt;
 00EC  Celatid Corpse&lt;br /&gt;
 00EE  Silacoid Corpse&lt;br /&gt;
 00F0  Chryssalid Corpse&lt;br /&gt;
 00F2  Reaper Corpse&lt;br /&gt;
 00F4  Sectopod Corpse&lt;br /&gt;
 00F6  Cyberdisc Corpse&lt;br /&gt;
 0100  UFO Power Source&lt;br /&gt;
 0102  UFO Navigation&lt;br /&gt;
 0104  UFO Construction&lt;br /&gt;
 0106  Alien Food&lt;br /&gt;
 0108  Alien Reproduction&lt;br /&gt;
 010A  Alien Entertainment&lt;br /&gt;
 010C  Alien Surgery&lt;br /&gt;
 010E  Examination Room&lt;br /&gt;
 0110  Alien Alloys&lt;br /&gt;
 0112  Alien Habitat&lt;br /&gt;
 0114  Personal Armour&lt;br /&gt;
 0116  Power Suit&lt;br /&gt;
 0118  Flying Suit&lt;br /&gt;
 011A  HWP Cannon Shell&lt;br /&gt;
 011C  HWP Rockets&lt;br /&gt;
 011E  HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;011F-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;/div&gt;</summary>
		<author><name>Cobalt</name></author>
	</entry>
</feed>