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Speed mod for download, get it here.

The general place to discuss MOD''ing Freelancer!

Post Sun Mar 16, 2003 5:52 pm

Speed mod for download, get it here.

This mod changes the speeds of the ships in the game to all be unique, and none of them exeed 140. It also changes the different thrusters to go a bit faster, and in turn so that missiles don't get totally lost trying to catch up... more especially mines, i changed them to be faster, and to even have their own stats, e.g. range, explosion range, speed, and turn rate. It all works well so far, in the campaigns and multiplayer, but there may be compatibility problems if you have the mod and the other people in your game don't.

IMPORTANT: make sure you copy and paste this url, into a new browser, because it will not work otherwise.

http://www.geocities.com/xdfsite/speedmod.zip

Post Sun Mar 16, 2003 11:37 pm

can we get a list for the new speeds?


The infinite reaches of space are my home. And you'r trespassing.

Post Mon Mar 17, 2003 5:14 pm

Hey, this mod is great, i think the speeds you have chosen are quite good as it allows the ships to stay in league with each other.

I encountered one problem, your ship will shake while it is in a trade lane, I asume this is because you entered faster than the trade lane is designed to accept your ship - if there is a way to alter this speed it would be good to set it at something like 300 just to be safe... Unless its designed to accept you at 80 and then you are screwed, but I can't see this happening as you go in at 79 most of the time.

Post Tue Mar 18, 2003 4:27 am

Not sure exactly why the ships shake, but for me its a very mild effect, and i hardly notice it. THanks for the support as of the moment, i'm changing many more things... some of which are makeing cruise speed 500, making collisions more deadly, and changing turret hardpoints to gun hardpoints so regular guns and even, missiles can be mounted on them, also as this makes turrets useless i now convieniently have several new guns to make into new guns , so you can expect to see beam weapons and the like in place of the old turrets... of course i'm not sure if this means ai's will have them too? should be interesting.

Post Tue Mar 18, 2003 4:48 am

Do you need any help making it into a mod script for my Mod Manager?

Post Wed Mar 19, 2003 9:54 pm

MM, i am using your speed mod on my server, but maybe you can help me. i adjusted freighter hit points in shiparch.ini, but it doesn't seem to change them in game. please help me.

Post Wed Mar 19, 2003 11:48 pm

Is this serverside install only or does every player need these in their ini files edited ?

Post Thu Mar 20, 2003 12:47 pm

Dont worry ships do shake in trade lanes without the mod installed, i found that with certain ships it got better / worse depending on the power output of the ship eg : VHF class shakes alot more than the HF and same is true to the LF class of ships.

**Inserts Startrek logic**
Captian the inertial dampners are stressed to the limit, the subsapce field inversion matrix needs a new aic power converter.

LOL - anyways its not a bug in your mod good sir

Post Thu Mar 20, 2003 6:51 pm

Star- i've played around a bit with hitpoints myself, and my guess would be if its not working it needs to be server and client side, however if you changed the files while the server was running you need to restart the server, that could also be it.

The speed mod seems to need to be both server and client side, although i havn't tested if will work as a simple server side mod. I made it on client side for my brother and i to play over lan, and we have another computer behind us set up as a lan server. The speeds worked when only on client side, but the cahnges in the weapon_equip file needed to be on the server... although it could also have been that i simply needed to restart the server.

Thanks for the info about the shaking .

By the way, my next mod is going to be an ELITE mod for those of you who'd like the game to be more challenging, in single player, and multiplayer. And one of my goals is to make battleships and gunboats dynamically generated throughout single player and multiplayer. I hearsay its been done before so hopefully with the help of some people on here it can be accomplished.

Thanks for your support.

Post Thu Mar 20, 2003 6:57 pm

actually i found out yesterday what was going on. I was loading various games and starting new ones to search for the changes. problem was i was only checking the infocards. i need to find out how to change them, so they reflect my ship changes. + at the request of some of my pilots i modified some of the speeds slightly, which brings me to my next question, how do i modify how long the thrusters last? i m getting too many complaints that they r just too short now and take too long to recharge for the amount of use. don't knw anything about the recharge bit, but i would like to make them last a tad longer. how can i do this?

The infinite reaches of space are my home. And you'r trespassing.

Post Sat Mar 22, 2003 4:58 am

just tried it out, its very cool, good job!

Post Sat Mar 22, 2003 7:54 am

Hi , I've been making lots of changes to my game files and got my brother in on it. The problem you described about ship info cards eludes me also. All the equipment changes such as shield capacities show up but none of the changes of the ship info card has changed. Price changes on the ships do show up if you changed the hull prices. I'm still trying to find where that info card data is but I'm thinking its hardcoded much like a description statement thats coupled with the text wording. I feel thats in some file other then the ini files. One other thing is have you found out how to display the speed changes other then the set 300 that shows up in thrust mode, I have mine set to 500 right now. It only displays 300 tho. I'm gonna check something I just changed in Data/scripts/ folder " rtcslider.ini " file . there is a set_less = fps_30_cap, 0.750000 and another one below it set_less = fps_20_cap, 0.510000 . I put rem in front of those lines , don't know if that will do anything other then removing the lines themselves but I'll let you know . : )

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