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**Tutorial** - Realistic Battleship settings

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Mar 12, 2003 3:57 pm

**Tutorial** - Realistic Battleship settings

This modification is for those who thought the previous battleship mod was too unrealistic. The weapons are almost as powerful as before since thats what battleships are for but now you have to buy the weapons and shields. The mass has been corrected and the ship handles like a whale but now your ship is as steady as rock.

Edited by - Wanderer on 13-03-2003 02:16:56

Edited by - Stinger on 2/14/2004 7:40:37 AM

Edited by - Chips on 10/31/2004 8:18:44 AM

Post Wed Mar 12, 2003 3:59 pm

1: Use the ini extractor downloadable from the lancerreactors website to extract the following files. They are shiparch.ini from the ships folder, engine_equip.ini, goods.ini, market_ships.ini, market_misc.ini, weapon_equip.ini, st_equip.ini, st_good.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder.

2: Rename all the extracted files from (original file name).txt.ini to just (original file name).ini

3: Place this line inside the shiparch.ini file:
[Ship
ids_name = 237043
ids_info = 66584
nickname = or_dreadnaught_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Ordb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\order\or_osiris\or_osiris.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
explosion_arch = explosion_instant
fuse = o_osiris_fuse, 0.500000, 1
fuse = or_osiris_burning_fuse03, 0.000000, 17325
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 = 250000000.000000, 250000000.000000, 250000000.000000
rotation_inertia = 2540999936.000000, 25806999552.000000, 638700032.000000
angular_drag = 4000000000.000000, 4000000000.000000, 4000000000.000000
linear_drag = 2.000000
nudge_force = 25000000000.000000
strafe_force = 3000000
nanobot_limit = 100
shield_limit = 100
mass = 100000.000000
hold_size = 1000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hit_pts = 69300
cockpit = cockpits\liberty\or_dreadnaught.ini
camera_offset = 80, 370
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hp_type = hp_turret_special_10, HpTurret_O1_01
hp_type = hp_turret_special_10, HpTurret_O2_01
hp_type = hp_turret_special_8, HpTurret_O4_01
hp_type = hp_turret_special_8, HpTurret_O4_02
hp_type = hp_turret_special_8, HpTurret_O4_03
hp_type = hp_turret_special_8, HpTurret_O4_04
hp_type = hp_turret_special_9, HpTurret_O3_01
hp_type = hp_turret_special_9, HpTurret_O3_02
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_10, HpEngine01, HpEngine02, HpEngine03, HpEngine04

4: Now open up the goods.ini and place this line:
[Good
nickname = or_dreadnaught
category = shiphull
ship = or_dreadnaught_ship
price = 15000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = or_dreadnaught_package
category = ship
hull = or_dreadnaught
addon = ge_s_scanner_01
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_obat_engine_01
addon = sfx_rumble_battleship

5: Go to the engine_equip.ini and place this line in:
[Engine
nickname = ge_obat_engine_01
ids_name = 263888
ids_info = 264888
volume = 400.000000
mass = 10
max_force = 9000000
linear_drag = 100000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine02
character_start_sound = engine_bw_freighter_start
character_loop_sound = engine_bw_freighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_bw_freighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_bw_freighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_bw_cruise_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_charge_time = 2
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270
6: Now open up the weapon_good.ini and place this line
[Good
nickname = or_battleship_turret01
equipment = or_battleship_turret01
category = equipment
price = 2500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263379
ids_info = 264379
shop_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat

[Good
nickname = or_battleship_turret04
equipment = or_battleship_turret04
category = equipment
price = 1500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263382
ids_info = 264382
shop_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat


[Good
nickname = or_battleship_missile_turret01
equipment = or_battleship_missile_turret01
category = equipment
price = 2000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat

7: After that go to the weapon_equip.ini and place this line:
[Munition
nickname = or_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 10000.500000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 3.500000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_turret01
ids_name = 263379
ids_info = 264379
DA_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 0
refire_delay = 5.000000
muzzle_velocity = 1500
toughness = 2.500000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 1200

[LOD
obj = barrel
LODranges = 0, 1000

[Munition
nickname = or_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 140.799999
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 1.500000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_turret04
ids_name = 263382
ids_info = 264382
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_8
damage_per_fire = 0
power_usage = 0
refire_delay = 0.150000
muzzle_velocity = 1500.199951
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 450

[LOD
obj = barrel
LODranges = 0, 500

[Motor
nickname = or_battleship_missile_turret01_motor
lifetime = 1.875000
accel = 250.111099
delay = 0

[Explosion
nickname = or_battleship_missile_turret01_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 30
hull_damage = 1867.500000
energy_damage = 0
impulse = 0

[Munition
nickname = or_battleship_missile_turret01_ammo
explosion_arch = or_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 30.375000
Motor = or_battleship_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3500
seeker_fov_deg = 180
max_angular_velocity = 30.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_missile_turret01
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
hp_gun_type = hp_turret_special_9
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 66.699997
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = or_battleship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 450

[LOD
obj = barrel
LODranges = 0, 500

8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to or_dreadnaught.ini and make sure that the insides only have this line:
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 50, 380
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

9: Open up the st_equip.ini and put this line in:
[ShieldGenerator
nickname = shield01_mark10_cap
ids_name = 263818
ids_info = 264818
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 1500
max_capacity = 30000
toughness = 500
hp_type = hp_capital_shield_special_10
offline_rebuild_time = 30
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

10: Open up the st_good.ini and place this line in:
[Good
nickname = shield01_mark10_cap
equipment = shield01_mark10_cap
category = equipment
price = 5000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263818
ids_info = 264818
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

11: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = or_battleship_missile_turret01, 0, -1, 10, 10, 0, 1

12: Lastly, go the market_ships.ini and look for the line li01. Replace that entire header and the column directly under it. It should look like this:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = or_dreadnaught_package, 0, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1


Edited by - Wanderer on 17-03-2003 13:54:40

Edited by - Wanderer on 18-03-2003 09:38:51

Edited by - Wanderer on 18-03-2003 09:44:06

Post Wed Mar 12, 2003 4:02 pm

If followed correctly, your Osiris battleship can now carry only lv10 shields which you just placed, 2 lv10 turrets, 2 lv9 turrets and 4 lv8 turrets. Specially created turrets in the tutorial should fit in just nicely and should be available on liberty along with the lv10 shield. The defense turrets will rip up just about any fighter that gets too close, the missile turrets can take out a gunboat or a missile with equal ease with a big explosion effect and the primary turrets are for anti-capship work due to their high damage and low reload rate. The shields can be worn down but it’ll be long. Once their down though it’ll take 30 seconds to reinitialize so you’ll be able to take it out with torpedoes. Also, your ship is as maneuverable as an actual battleship which is to say it isn’t maneuverable. The engines allow you to roughly get 89kps which will allow you to clear the docking rings before it closes. Also the mass is now correct and fighters will smear themselves if they ram you. Next, the cruise engines take 10 seconds to charge up reflecting the size of the ship. The prices are realistically set now and the Osiris comes without weapons or shields. The price list is listed below as well as the total amount for a fully equipped Osiris:

Osiris: $15000000 *1 = $15000000
Primary Turret: $2500000 * 2 = $5000000
Missile Turret: $2000000 * 2 = $4000000
Defense Turret: $1500000 * 4 = $6000000
Shields: $5000000 *1 = $5000000
Total = $35000000

For those that find it too expensive, you can change the price by looking for the keyword price among the changes you made in the goods section. The weapons and shields are customized for the battleship use only and its only a bare bones system now so if anyone wants special or new weapons or shields please post your suggestions here or email them to me. I will see what I can do to make them.

Post Wed Mar 12, 2003 4:07 pm

thanks agian wanderer ive been working on it myself to get the thing to act like a battleship. You save me a lot of work agian

an idea:
how possible do you guys think it would be to make a separate "landing vessel"(maybe a starflier) to come out of the ship and dock on stations and other places with little docking space?

it would be a great addition to battleships IMO.

-------------------------

Post Wed Mar 12, 2003 9:54 pm

Outstanding !

Thanks again, Wanderer.

Post Wed Mar 12, 2003 10:21 pm

Why is it that you guys allways miss the last "" in the headers
doesn't it matter or what??


hehe now i get it!
then why is it??
-----------
hey...ehhh....hey you!! thats MY bong!!!!

Edited by - 2KoRn on 12-03-2003 22:30:41

Post Thu Mar 13, 2003 1:13 am

This is pretty cool, things I would change:

Guns are too powerful overall, change the speed of the projectiles to like 700 m/s for the defense turrets and like 300 m/s for main turrets, and use a normal high class missle speed. Also would be nice if missles were stocked rather than conjured. In fact, I think the infinite energy thing is kinda stupid. You should only be able to sustain constant fire for about 15-20 seconds, without the main turrets enabled. The main turrets themselves should drain about a eighth or so of your total energy, they shouldn't really be used/viable against fighters, only other cap ships or slow moving targets.

Post Thu Mar 13, 2003 1:32 am

Am I suppost to add the when I paste [Ship into the ini? If so, I did...

Post Thu Mar 13, 2003 1:38 am

there is always one who has to spoil the fun

Post Thu Mar 13, 2003 2:06 am

When I encounter a [ship, etc in an example I always add the close bracket behind it.

I *think* it's left off in the examples here due to the forum code.

Post Thu Mar 13, 2003 2:21 am

Belac, you have to remember, this is a bare bones system. I'll edit the tutorial later as i make refinements to power consumption and so on. As for anyone else, once the values have been corrected, what other types of weapons or shields would you like to see? Remember to post them and i'll try to accomodate them.

Edited by - Wanderer on 13-03-2003 02:23:48

Post Thu Mar 13, 2003 2:53 am

I pasted all the code into the right spots once I unpacked the inis but now whenever I start FL it goes to the first splash screen (where the menu pops up) and it crashes to dtop... What did I do wrong? If anyone could please include correct inis for me to use that would be super!

Post Thu Mar 13, 2003 3:11 am

I would like to see 6 Flavors in maneuverability: Light Fighter, Heavy Fighter, Very Heavy Fighter, Freighter and Battleship. It would be nice if you could keep the mass(so theres no collision physics problems).

Post Thu Mar 13, 2003 3:15 am

Try hiding your savegames in a different folder. That might help

Post Thu Mar 13, 2003 4:50 am

Thanks for the great tutorial, works great & has helped my understanding of a few things =)

thx again
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