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FL Rebalance 3.50 Mod suggests, comments and bug report thre

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Wed Jun 21, 2006 1:31 pm

In the Omegas, Earth Alliance, and some Rhineland; random crashes. I have the patches. In Omega 11 and Omega 41 when you approach theConstruction and Freeport bases respectively, about as soon as they come within viewing range, it crashes. This is happens a lot when I approach bases. I'll juuuust get near to docking and, crash. Also when entering tradelanes, or halfway through them.

It didn't crash even once while playing through the story and only infrequently when I was roaming the upper regions of the Sector. I went to Carolina and exploded, after that, a lot of crashes, so I went back to a save game before my Carolina visit and it was fine until I reached lower Bretonia/Omegas, and Edinburgh. It got so bad I saved at ever base I came across because I knew it'd freeze soon.

I'm pretty technically illiterate. Is there soem way to save my saved games and reinstall or something? Or would that do no good?

Separate notes:

And are you saying that the Carolina explosions are there on purpose? It's extremely annoying.

Suggestion for future versions: Could you make it possible to transfer engines between ships when purchasing a new ship? I can take out their less-powerful comes-with-the-ship engine but can't replace it with my baby.


Edited by - bjj8383 on 6/21/2006 2:33:31 PM

Post Wed Jun 21, 2006 11:30 pm

fast money: buy "reinhaldt schnapps" from planet stuttgart or baden-baden (stuttgart) for about 1.300/unit and sell it on friedstadt base (omega 7) for 8.814/unit or on ronnenburg base (omega 5) for 10.794/unit. best deal ever! with a behemoth freighter (the ship costs cca. 4.5 mils) got 27 mils in one shippment!!! sounds like cheating, but i could buy whatever i desired! best regards to all lancers.

Post Fri Aug 04, 2006 9:42 pm

Just saw there was a topic to post errors in, so I'll just paste what I put in the comments area...

Paste as follows:

Oddly enough, I had no problems getting the game to run the mod without installing the SDK files, but I did encounter a few CTDs at Manhattan. No idea the cause though, seemed random.
Another weird thing I found is a ship (Series XR "Dagger" Border Worlds Light Fighter) that comes equipped with two of the XR Dagger engines that give a higher speed then what is theoretical on it's stats (110 theo, 140 real), but if you take one off, not only can you not put it back on, but the ship's speed is reduced to 70. Similar happenings with the hyper jump drive thing, taking only 3 seconds to charge to 100% with two, and 5-6 seconds with only 1, max speed 560-ish with two, but didn't look at with one. The last thing I noticed with having two engines is that when you kill your engine, your ship is suppose to keep going at a slowly deceleration in the exact same direction you were heading before you press the kill engine button, but instead speeds WAY up (I was going 700+) and starts to handle like it is on ice, or has some kind of... space drift (much like a car, but less oxigen free void, and a bit more gravity). Turning like this also has the effect of slowing down the ship, but really, none of it should be happening in the first place =P.
If anyone else cares to replicate this, you can buy the XR Dagger at Battleship Yukon, in the California system.

Edit: Also, there is no ammunitions for the PD weapon systems, and the radar scrambler countermeasure, thus making me take a loss on monies when I had to sell them back.

Edited by - Kyonkichi on 8/6/2006 8:51:03 PM

Post Wed Aug 16, 2006 7:53 am

Kyonkichi - The radar jammer doesnt require ammo, it simply works without any, even though it sais you require them (same with equipment such as the tempest SAM turret, the assassin missle launcher and the quantam torpedo launcher [best weapon ive found so far .

As for the increasing speed after killing the engine, ive seen that refered to somewhere as "internal trade lane speed". It happens on a few multi engine ships, I had it with the firespray (boba fett's ship). You could buy a new engine if you want to repair this problem but you won't be able to mount two engines and will sacrifice speed, it is worth it if you like using z-turns which can be really handy in combat. Otherwise enjoy the faster than cruise speed flying :p

The only major problem I have found is with a ship that has rotational abilty, I posted here:
Bug with flying "whitestar"; rotation (z axis)
if anyone has any knowledge of this please help me

This is a REALLY noob like question but. . .what exactly does CTD stand for, i know it is crash something but what do the letters stand for

Edited by - mono_man on 8/16/2006 8:53:36 AM

Edited by - mono_man on 8/16/2006 8:55:29 AM

Post Wed Aug 16, 2006 1:10 pm

Crash To Desktop A problem that this mod has in abundance.

Post Wed Aug 16, 2006 3:52 pm

Ah, I thought it would be something like that, and yes, I noticed the abundance of crashes

Post Tue May 22, 2007 2:38 pm

Massive bump

I've played this mod and its previous incarnations for awhile. Only thing that deeply annoys me are the CTDs that have already been mentioned.

Some improvements I'd suggest.

-More ships that fit in with Freelancer. Keep the ones from other universes, but make it so that the ones that belong in the Freelancer world hold precedence over the custom ones. I'd really like to see groups like the Hessians flying their traditional ships over the B-wings, and what not.

-Fix some infocards. Some of them, I can't remember which, use other planets' information.

-The escape pod commodity is nice, but I'd like to see it like the Discovery Mod's way, to have them specific pilots (Civilian, Rogue, etc.) rather than they all be classified as one mod.

-The Condor ship for the Corsairs has some shaky weapons placement; some of the weapons don't truly attach, just kind of float over the hard point.

-Unique battleships for the pirate factions. Give the factions like the Hessians, Corsairs, and Outcasts more unique battleships to spawn, instead of using the ones from the houses.

-Give players more options as to what skin to use. IMO, I don't like the three offered. The default Trent and other ones would be nice.

I know some of these points may seem a bit picky, but I think they'll help. Honestly I think this is one of the best mods out for Freelancer right now (IMO, discovery is a bit overrated), and I'd like to see it continued.

Edited by - MercZ on 5/22/2007 3:39:38 PM

Post Tue May 22, 2007 3:27 pm

**EDIT** Disregard what I said, I've been in contact with MD and there's a new version to be released in a month or two.

Edited by - Bejaymac on 5/23/2007 7:37:07 AM

Post Wed May 23, 2007 11:34 am

Really? That's good news indeed!

Has he said what he's working on?

Post Wed May 23, 2007 2:22 pm

Did someone say a new version?? i'll won't get my hopes up....but i'll keep my fingers crossed.

death is the last great adventure.
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