Well, where to start? So many changes... The main files where space is located is in space.c, ships.c, and 11.c. Code-generated ship building/buying is in ships.c Two pilot maneuvers are in 11.c, the rest (generally) is in space.c Alright, so, primary and secondary weapon systems. Instead of lasers or ions, there is now primaryType, secondaryType, primary/secondaryCount, etc. Many different beam weapons, such as lasers, duallasers, triplelasers, quadlasers, autoblasters, heavy lasers, light ions, heavy ions, repeating ions... Ship-to-ship hit calculations now based on speed, maneuver, and most importantly, ship size. There's a 'black market' shipyard, made by typing 'redit flags2 blackmarket'. On boot/copyover, it generates a new list of ships. Ships available are only clanned ships. You can buy from, and also sell to, the black market. Capability to link-fire primary, secondary, and warhead weapon systems. Ship simulators, which allow for risk-free space combat, can be made. You must 'setship <ship> flags simulator' and 'setship <ship> simvnum <room vnum to return to when destroyed/endsimmed>'. Not doing the former will cause the ship to blow, not doing the latter will cause crashes. Two maneuvers, barrel roll and juke. Barrel roll evades beam attacks for a time, juke evades warheads for a time. After a set amount of time, or when the command is interrupted, flight pattern 'levels out' and becomes as vulnerable as it was before. Likely much more...probably best just to skim through the files. -|| Addendum: Upon some servers with limited file space there may be some troubles with corrupt pfiles or a corrupt shipvnum.are. Provided is a shipvnum.are.CLEAN, so if your shipvnum.are becomes corrupt, just replace it with this one and clear out the space file of any bought ships. (This is also how to do a shipwipe). Also recommended if you have limited file space is to make pfile cleanup delete players quicker.