Mission Specs - QtFRED Help

# Mission Specs

Opens via Editors › Mission Specs.

Sets mission-wide properties: identity, type, music, support options, and gameplay flags. This is typically one of the first dialogs to fill in when starting a new mission.

## Identity

Field | Description
--- | ---
Title | Mission title shown in the mission selection screen and campaign room.
Designer | Author name stored in the mission file for reference.
Description | Short summary shown in the mission selection screen.
Designer notes | Free-form notes visible only in the editor; not shown to players.

## Mission Type

Determines the gameplay rules for the mission.

Type | Description
--- | ---
Single Player | Standard single-player mission.
Multiplayer | Sets the mission as a multiplayer mission. A sub-type must then be selected: Co-op, Team vs. Team, or Dogfight (all players against all others).
Training | Intended for tutorial content. A Skip Training button appears on the briefing screen; selecting it marks all mission goals complete and advances the campaign without the player having to fly the mission.

## Multiplayer

Field | Description
--- | ---
Max Respawns | Number of times each player may respawn before they are out of the mission.
Max Respawn Delay | Number of seconds after death before a player automatically respawns.
Player Entry Delay | Number of seconds of mission time that pass before the player enters the mission.
Custom Wing Names | Opens a sub-dialog for assigning special names to player wings. Used in both single and multiplayer missions; affects the player's wing name, which wings appear in the loadout editor, and how wings are labeled on the wing HUD display.

## Squadron

Overrides the player's squadron name and logo for this mission. The logo is chosen from a gallery popup. In campaign mode, the reassignment persists and carries forward to all subsequent missions.

## Loading Screen

Field | Description
--- | ---
480 (lo-res) | Custom loading screen image used at lower resolutions.
768 (hi-res) | Custom loading screen image used at higher resolutions.

## Support Ships

Opens the Support Options sub-dialog, which controls support ship availability, hull and subsystem repair ceilings, rearm permissions, and the per-weapon rearm pool.

## Ship Trails

Controls engine contrail visibility. By default, trails are on in full-nebula missions and off elsewhere. Enabling the toggle reverses this default.

Control | Description
--- | ---
Toggle (off in nebula; on elsewhere) | Reverses the default contrail behavior: trails become off in nebula and on in non-nebula missions.
Enable minimum speed | When checked, trails are only shown when a ship is moving at or above the configured speed.
Minimum speed | Speed threshold in meters per second below which trails are hidden.

## Command Messages

Configures the identity of the Command sender used for built-in mission messages.

Control | Description
--- | ---
Sender | The ship that speaks as Command. Populated from huge ships present in the current mission, plus the default `Command` entry.
Persona | Voice persona used for Command messages. Populated from personas flagged as Command personas in the game tables.
Override #Command in event messages | When enabled, any event message whose sender is the literal string `#Command` will use the Sender and Persona configured here instead of the default Command identity.

## Mission Music

Assigns the music pack used during the mission. An alternate pack can also be specified; it will be used instead if it is present in the current mod.

## AI Profile

Selects which AI profile from the game tables governs NPC behavior in this mission. Different profiles vary AI aggression, skill ceiling, and target selection logic.

## Sound Environment

Opens the Sound Environment sub-dialog, which configures audio reverb and environmental effects applied during the mission.

## Custom Data

See the Custom Data concept page.

## Custom Strings

Opens the Custom Strings sub-dialog for attaching arbitrary named strings to the mission.

## Flags

A searchable list of toggles that adjust global mission behavior. Use the filter box to find a specific flag by name, or use Select All / Select None to bulk-toggle. Hover over any flag label for a tooltip description.

Some flags reveal an additional control when enabled:

Flag | Control | Description
--- | --- | ---
Large Ships Do Not Collide By Default | Large Ship Collision Group | Collision group ID (0–31) that large and huge ships are automatically placed into when the mission loads. Ships sharing the same group skip collision checks against each other, reducing physics overhead in missions with many capital ships. Default is 0.