Freelancer Community Network


Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

**Tutorial** - Realistic Battleship settings

Here you find the different tutorials on editing and MODing Freelancer

Post Sun Apr 13, 2003 10:23 am

Ive had a good idea, the docking ring problem, dont use it alltogether, is there any way you could configure FL so that you can dock with the long docking thing that the freighters use? its also on every space station! ( above the docking ring on the planets )

Post Sun Apr 13, 2003 10:33 am

Can anyone post all the battleship ini's please!
I cant wait to pilot some more!

Post Sun Apr 13, 2003 12:07 pm

for all FLMM users :
get this

Post Mon Apr 14, 2003 2:36 am

I am making a deluxe ship mod which will contain all the non-playable military ships from the gunboats to the battleships. My computer will be out of comission for a few days though so this will take about 4 or so days to complete. I might even throw in the dlls when its done.

Post Mon Apr 14, 2003 3:27 am

*!Wanderer, I believe you left out the LODranges on the changed docking code on your post....wouldn't want the base to not be visible...

~The "Cord"

Post Mon Apr 14, 2003 8:50 pm

Is there any way to set the default respawn location of a ship inside a battleship or station that is destroyed to respawn at a default location such as Planet Manhattan or equivalent to solve the server/client crash problem ? Or a way to implement some kind of escape pod for each player in event of destruction within another object where your relative position no longer exists?

Post Thu Apr 17, 2003 1:17 am

I'll have to take a look at the LOD later but as for respawning, the game simply won't accept a player controlled object as a ship. What appears to be moveable bases are actually just bases which are spawned/decloak at specific locations and recloaked later with a corresponding base decloaking at a different area to make it seem like the ship had moved.

Post Thu Apr 17, 2003 2:03 am

Wanderer, great work with the Battleship. However, i noticed in the wepon_equip.ini file that it mentions cloaking devices. Heres some code i found:

[CloakingDevice
nickname = cloak_fighter
ids_name = 1
ids_info = 1
hit_pts = 1000000000
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
material_library = Equipment\models\hardware.mat
HP_child = HPConnect
mass = 1
volume = 2
power_usage = 0
cloakin_time = 4
cloakout_time = 4
cloakin_fx = no_cloakeffect01
cloakout_fx = no_cloakeffect01

Any chance that you could figure out how to make the osiris cloak, like in the game?

Post Fri Apr 18, 2003 2:05 am

As i said before, cloaking is not a problem. It is ridiculously easy to do. Its decloaking thats the problem. There are a few references to a cloakarch file hidden in the exe but it seems that since its not there, it will be have to be built up from scratch.

xcd

Post Sun Apr 27, 2003 10:55 pm

Hi

One Question to this nice Mod:
I want to play the Original Story Missions.
i can use Docking Rings for landing on Planets, i can use Tradelines,
i have changed the steering_torque, angular_drag and rotation_inertia.
To this Point it is no problem,
but what must i change to dock with small stations or other Battleships
like the Battleship Missouri?
If i can not dock on this places i cannot complete the Missions.
Thanks for helping.

mfg
xcd

Post Mon Apr 28, 2003 1:13 am

Certain stations give problems due to the location of their hardpoints for moors. The simplest way is to replace station settings with something else like a small station. Battleships should already have moors so thats not a problem.

Post Wed Apr 30, 2003 2:08 am

Can someone give me the specific lines to edit in order to dock (or moor) with all stations. At present, I can only land on planets.

Also, how do I edit the thruster in order to make it faster then 29m/s?

Post Thu May 01, 2003 2:50 am

The engine speed can be changed by looking at the max_force in the engine_equip file. As for mooring to stations, look up the last line in the tutorial for the liberty dreadnought with mooring fix.

Post Fri May 02, 2003 12:50 am

Well, I edited the lines in the solararch.ini file as said in the battleship mooring fix thread, but it still won't dock with any station, the ship either flies in circles or backs up at -1m/s. I've tried repositioning and then hitting the dock button, with no effect. Here's what my lines are:


[Solar
nickname = largestation1
LODranges = 0, 2000, 3000, 4000, 7000, 40000
mass = 10000.000000
loadout = space_station
docking_sphere = berth, HpDockMountA, 40, Sc_open dock1
docking_sphere = berth, HpDockMountB, 40, Sc_open dock2
docking_sphere = berth, HpDockMountC, 5.000000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 5.000000, Sc_open dock4
docking_sphere = moor_large, HpDockMountE, 20.000000
docking_sphere = moor_large, HpDockMountF, 20.000000
docking_sphere = moor_medium, HpDockMountG, 20.000000
docking_sphere = moor_medium, HpDockMountH, 20.000000
docking_sphere = moor_medium, HpDockMountI, 20.000000
docking_sphere = moor_medium, HpDockMountJ, 20.000000
docking_sphere = moor_medium, HpDockMountK, 20.000000
docking_sphere = moor_medium, HpDockMountL, 20.000000
docking_sphere = moor_medium, HpDockMountM, 20.000000
docking_sphere = moor_medium, HpDockMountN, 20.000000
docking_sphere = moor_medium, HpDockMountO, 20.000000
docking_sphere = moor_medium, HpDockMountP, 20.000000
docking_sphere = moor_medium, HpDockMountQ, 20.000000
docking_sphere = moor_medium, HpDockMountR, 20.000000
docking_camera = 0
solar_radius = 800
shape_name = NAV_largestation

Post Fri May 02, 2003 2:21 am

Email me and i'll send you my version of the solararch. That should solve your problem.
PreviousNext

Return to Freelancer Editing Tutorial Forum

Hosted by The-Starport
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.