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******* Cruise Speeds Cracked *******

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 17, 2003 12:29 am

******* Cruise Speeds Cracked *******

Well, this is my first post on these forums and I figured I'd make it a good one.

Everyone is going to laugh when they see how simple the solution was(I certainly did, after pouring through the files for hours). Ok, here it goes:



Under data in your constants.ini file in this section

[EngineEquipConsts
CRUISE_DISRUPT_TIME = 5
MAX_DELTA_FX_THROTTLE = 0.250000
THROTTLE_STEADY_TIME = 0.500000
THROTTLE_ATTEN_MOD_RANGE = 8.000000
DELTA_THROTTLE_ATTEN_MOD_CHANGING = 8.000000
DELTA_THROTTLE_ATTEN_MOD_STEADY = -1.000000
CRUISE_STEADY_TIME = 2.000000
DELTA_CRUISE_ATTEN_MOD_STEADY = -1.000000
CRUISE_ATTEN_MOD_RANGE = 8.000000


Add this line to it

CRUISING_SPEED = 100500

It doesn't have to be 100500 like mine, I was just playing with the figures(It doesn't matter anyways as it won't exceed the 990 limit, I'm still working on that and cloaking)


You don't have to make any changes to your engine or thruster files for this to work. The figure above is the only one that matters.


Now for the two problems with it.

When you use the goto command, the computer has trouble avoiding obstacles at speeds above the default. You will notice this in asteroid and debris fields.

As for the second problem, I haven't figured out how to get the speedometer to show the true speed yet. It will still show 300, but you can tell the difference, I timed it against my thruster at 990 and cruise was actually slightly faster.


I noticed Stone d posted in his Tradelane speed thread that he figured out the speedometer gauge, so maybe he can post it.


Anyways, have fun with it. Now I really want to figure out how to decloak.(bangs head against the wall)

Post Mon Mar 17, 2003 12:49 am

Excellent work, i was adding tons of commands like that, cruise_speed, cruise_max_speed, ahh its cruising_speed.

Hmm maybe the cloaking commands for players do exist in the game.

Nicely done. This is a good step for modding.

Post Mon Mar 17, 2003 12:59 am

Excellent find. I must admit I, too, have tried to put cruise_speed everywhere (w/o any luck obviously )

Post Mon Mar 17, 2003 1:24 am

So is this one of those mods that will have to be on the client AND server or can it go JUST server side and still work?

Post Mon Mar 17, 2003 1:38 am

my speed still says 300 when crusing but I knwo I am going faster. what does one change to see your real speed? like the one that showed the trade lanes actual speed.

Post Mon Mar 17, 2003 2:14 am

Excellent work. You have solved one of the most bandied around questions so far. Now, if only the cloak system can be cracked...

Post Mon Mar 17, 2003 4:33 am

Blackfire:

I never thought about this until now...if those are constants...what if you just added CRUISING_SPEED = xxxxx to each engine? Have you tried making variable cruising speeds based on the engine type? And for that matter...what if you can set cruising disruption timeouts, and other things on a per engine basis???

In a simple mod I'm working on I've up'd the disruption time out to 25 seconds, but this opens a whole new engine line of possibilities if you can do it on a per engine basis. Make varying class levels of the same engine. For the big bucks...you might not even get disrupted?

Anyway...before I talk too much, I guess I better try it out and see if you can set this on a per engine basis.

-V
The Nets Edge
Freelancer .INI File Parser
Freelancer IDSName Matcher

Post Mon Mar 17, 2003 5:42 am

Well,

It doesn't appear that you can set this value on a per engine basis. Tried...no luck. Let me know if anyone else finds out different.

-V
The Nets Edge
Freelancer .INI File Parser
Freelancer IDSName Matcher

RaK

Post Mon Mar 17, 2003 12:45 pm

might be able to set them on each individual ship ......... hmm >


will try that if i get chance, im messing with other stuff atm

------------------
You just washed up here or something?

Post Mon Mar 17, 2003 6:38 pm

I hadn't tried that, but it's a nice idea. One thing to keep in mind tho, if you increase your cruise speed to what I have, you will need to increase the speeds of missles(atleast the disrupters). Even the hornet can't catch me, lol, of course this works both ways as the NPCs cruise as fast as you do.

Post Mon Mar 17, 2003 6:54 pm

Does it work in MP ?

Post Tue Mar 18, 2003 12:51 am

I can't seem to find a way to specify the cruise speed per ship...but you can make some ships take longer to get there. The line in the engine_equip file called cruise_power_usage, the higher that number the longer it takes the engine to accelerate to it's max speed. I haven't even experimented with this, but if you set it above the engines total power it might disable the cruise engine entirely. You can also mess with the charge time, but then the sounds and visuals don't line up and that annoys me.

DarkJackal

Post Tue Mar 18, 2003 1:33 am

DarkJackal,

When I modified that line it didn't take longer to reach max speed but did consume energy (which I'm implementing into my mod).

-V
The Nets Edge
Freelancer .INI File Parser
Freelancer IDSName Matcher

Post Tue Mar 18, 2003 1:35 am

A little tip: though it doesn't show the speed during cruise mode, if you use Engine Kill you can see how fast you were going. 990 is pretty darn fast.

One thing that is REALLY funny is to modify it to have negative numbers! I changed it to -500, and the AI doesn't know WHAT to do. Go To doesn't work right... and it's most entertaining to watch NPC ships take off from a planet, turn so they're facing away from it, charge up the engines and suddenly ZOOM backwards INTO the planet and explode in screams! :-P

Post Tue Mar 18, 2003 7:48 am

Does anyone know the conversion rate between the cruise speed settings and the actual game speed?

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