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*TUTORIAL* SHIP EDITING [Statistics

Here you find the different tutorials on editing and MODing Freelancer

Post Tue May 27, 2003 9:52 pm

*TUTORIAL* SHIP EDITING [Statistics

I know its a repost but maybe the Admin. will make this a sticky... Here we go... I'm using the Corsair M10 Titan as an example. I'm just showing basic editing properties...

[Ship
ids_name = 237021
ids_info = 66542
ids_info1 = 66543
ids_info2 = 66608
ids_info3 = 66544
ship_class = 3
nickname = co_elite2
LODranges = 0, 75, 150, 2000
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = Ships\pirate\pi_vheavy_fighter\pi_vheavy_fighter.cmp
material_library = ships\kusari\ku_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\pi_elite2.ini
fuse = intermed_damage_smallship01, 0.000000, 3150
fuse = intermed_damage_smallship02, 0.000000, 1575
fuse = intermed_damage_smallship03, 0.000000, 1050
max_bank_angle = 30
camera_offset = 11, 33
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 71
shield_battery_limit = 71
hit_pts = 12600
pilot_mesh = generic_pilot
mass = 150.000000
linear_drag = 1.000000
hold_size = 70
explosion_arch = explosion_co_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000.000000, 43000.000000, 143000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_pi_vheavy_fighter
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
shield_link = co_elite2_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3

nanobot_limit = 71
shield_battery_limit = 71 = Both of these determine the number of Nanos and Batts you can hold.

hit_pts = 12600 = Could they make it any more obvious..... Just add some zeros

hold_size = 70 = Oh man, what a brain buster!!! Change to 999,999,999. BIG MONEY!!!

steering_torque = 43000.000000, 43000.000000, 143000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000 = All of these determine your steering power... Here's a nice substitution

steering_torque = 25000.000000, 25000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 3800.000000, 3800.000000, 1000.000000

Just replace any ships [preferably HF's, VHF's, and FR's original text with this [the second one It makes it handle like the Starflier.... HAHA... some major damage... Imagine... A mixture of the Titan's firepower and well.... everything else... and a Starfliers maneuverability....HAHAHAHA... Take that NOMADs!!!...Anyway.... That's about it for editing ships and stuff... Hope it was easy to understand.... Oh yes and if you don't have BiniQDU get it... and this file [with all of the ships data is called C:\program files\microsoft games\freelancer\data\ships\shiparch.ini... This tutorial works with all ships in the game too.....I've heard the Drake is even more maneuverable than the Starflier.. But it doesn't matter...

Post Wed May 28, 2003 9:13 pm

so all that editable information for all the ships is stored in shiparch.ini? there is no need to edit the .cmp files?

also, how can you change where you buy ships? it would be good to have different ships at different planets instead of the same ones everywhere....

Post Thu May 29, 2003 2:00 am

Great Info, but HOW DO YOU CONVERT THE SHIPARCH.INI FILE INTO READABLE ENGLISH SO IT CAN BE EDITED?

Post Thu May 29, 2003 2:56 am

just search the forums for "BiniQDU"... if your not sure how to search..the search button is at the top of the page

Post Thu May 29, 2003 4:36 am

i been workin on my cargo space and i keep havin the same problem as many i think , my problem is that i cant tractor in all my cargo space , say my ship started with 500 units and i make it 1500 ,eather 1 of 2 problems occure 1.the tractor bean gets frozen locked on to the 500 unit or 2. say i change my cargo units to 2000 (not usein the modded file) then i can tractor in 1970 units (i thought that was odd) then the tractor beam would frezeup on the 1970th unit . how ever i can dock any were and fill up all my cargo space .when i used Freelancer Ship ini Editor i could get all 2000 units to tractor in but if i went above 2000 units the tractor would freze up like befor . also i noticed that the editor modded the misc_equip.ini do i need to do something to that file to be able to tractor in all my goods i hope u can help, no one else has given any feed back, Plz Hlp me thnx

Post Fri May 30, 2003 7:13 pm

steering_torque = 43000.000000, 43000.000000, 143000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000 = All of these determine your steering power... Here's a nice substitution

The three sets of bnumbers work like this, if you're interested...

steering_torque = [pitch, [yaw, [roll
angular_drag = [pitch, [yaw, [roll
rotation_inertia = [pitch, [yaw, [roll

Basically, as long as steering_torque is higher than angular_drag your ship will turn quick. The rotation_inertia allows you to make a ship feel sloppy, set to all 0's and as soon as you move the mouse, the ship turns, as soon as you stop the mouse, the ship stops turning. Inertia will also let you make a ship that flies sideways for a bit after you turn it and takes a long time to stop from cruise speed.

There's a catch though, these numbers are compared against the engine power to really figure the handeling, acceleration and deacceleration of the ship. In the stock game all of the pilotable ships have an engine power of 48000, if you keep all the numbers close to the engine power they'll behave like the stock game, try removing all those nasty zeros or, for even more fun when you try to stop, try adding about 4 zeros to every value accros the set

Post Fri May 30, 2003 11:12 pm

Gah, can someone help me out a little here.....

First off, I got the program in question (BiniQDU), but I don't know what file to open to modify a ship (EDIT: IGNORE THAT. I'M STUPID). My ship rigth now is a Valkyre and I want to modify the two class 7 hardpoints into class 9 hardpoints.........but I have 0 idea of how to do this. he;lp

I just can't figure out where in the .ini to look and what to change.

Edited by - Dillinger on 31-05-2003 00:15:01

Post Sat May 31, 2003 5:04 am

Update to my last post in hopes someone reads.....in looking at it, I realized what I needed to mod was right here:


hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08


However, there's 8 hp_type's there, but there's only 7 gun hardpoints and one turret hardpoint. Is the turret included?

The main thing is, there's two class 7 HP's I wanted to turn into 9's, but by the looks of this, there's only one ? I thought I understood what to do, which was put "HpWeapon08" and "HpWeapon09" after the 07 but again, there's only one there. What to do?

Post Sun Jun 01, 2003 4:43 pm

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Post Mon Jun 02, 2003 7:41 am

I have a question. How do you add/remove gun/missile hardpoints? And also... how do I know which ship is what in the ini. file?

Edited by - Snick on 02-06-2003 08:43:43

Post Tue Jun 03, 2003 7:42 am

Dillenger,

Here's how the weapons hardpoints work, briefly.

hp_weapon_special_# is the weapon class that can be placed on the mount's listed after it (or turret or shield in those cases). The numbers later on are the hardpoints on the model. So, you need to make some new lines for each weapon class you want to add and list the hardpoints that can use that class weapon.

For example, if you add this line to your Valkrye:

hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon05, HpWeapon06

you would then be able to carry 4 class 9 guns.

hope that helps.

zaf

Post Wed Jun 04, 2003 2:31 am

Ship type by package name

marketgood = gf1_package, Starflier
marketgood = gf2_package, Startracker
marketgood = gf4_package, Hawk
marketgood = gf5_package, Falcon
marketgood = gf6_package, Eagle
marketgood = bwf_package, Dagger
marketgood = bwe_package, Stiletto
marketgood = bwe2_package, Sabre
marketgood = bwfr_package, Dromedary
marketgood = cof_package, Centurion
marketgood = coe_package, Legionnaire
marketgood = coe2_package, Titan
marketgood = lf_package, Patriot
marketgood = le_package, Defender
marketgood = lfr_package, Rhino
marketgood = bf_package, Cavalier
marketgood = be_package, Crusader
marketgood = bfr_package, Clydesdale
marketgood = kf_package, Drake
marketgood = ke_package, Dragon
marketgood = kfr_package, Drone
marketgood = rf_package, Banshee
marketgood = re_package, Valkyrie
marketgood = rfr_package, Humpback
marketgood = pf_package, Bloodhound
marketgood = pe_package, Wolfhound
marketgood = pfr_package, Mule
marketgood = bhf_package, Piranha
marketgood = bhe_package, Baracuda
marketgood = bhe2_package, Hammerhead
marketgood = oe_package, Anubis


If at first you don't succed, get someone else to do it for you [! [! [! [! [!

Post Wed Jun 04, 2003 3:43 am

You can find the bini utility and other utilities here
You can find info by Mario 'HCl' Brito on the bini program
here

Post Thu Jun 05, 2003 3:55 am

how do you edit the ships stats? with BiniQDU or with BiniQDU v1.1? please help i want my titan to have like 700,000 cargo space!! hee hee

"I am America"

Post Thu Jun 05, 2003 12:44 pm

Hi I am being a bit thick today but I cannot get a list up similar to that posted at the top of the page. I have got the bini prog but when I convert the shiparch ini file to edit the properties it just gives me a few lines some of which refer to the data files in another folder. I am using XP and have read somewhere that bini is dos so am I stuffed of just a thicko???

P.S. all I wanna do is get a big cargo space for my titan!!!
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