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**TUTORIAL** Realistic Rhineland Battleship

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 21, 2003 11:08 am

**TUTORIAL** Realistic Rhineland Battleship

This one is going to be difficult since it tends to get stuck in the docking rings before it can leave the planet and go boom but I suppose you could remove the docking ring collision files. The bonus to flying this ship is its HUGE weapons payload and its tank like armor.

Post Fri Mar 21, 2003 11:10 am

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, misc_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 = 237005
ids_info = 66503
nickname = rh_battleship_ship
LODranges = 0, 500, 1000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Rheb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\rheinland\rh_battleship\rh_battleship.cmp
material_library = ships\rheinland\rh_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
hold_size = 1000000
hit_pts = 80000
cockpit = cockpits\liberty\rh_battleship.ini
camera_offset = 80, 380
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
fuse = r_battleship_body_fuse, 0.500000, 1
fuse = rh_battleship_burning_fuse02, 0.000000, 17325
explosion_arch = explosion_rh_battleship
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
linear_drag = 1.000000
mass = 100000.000000
nudge_force = 360000.000000
strafe_force = 3000000
nanobot_limit = 1000
shield_limit = 1000
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000000.000000
strafe_force = 3000000
nanobot_limit = 1000
shield_limit = 1000
mass = 100000.000000
nudge_force = 3000000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
docking_sphere = berth, HpDockMountA, 2, Sc_open dock A
docking_camera = 0
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hp_type = hp_turret_special_10, HpTurret_R1_01
hp_type = hp_turret_special_10, HpTurret_R1_02
hp_type = hp_turret_special_10, HpTurret_R1_03
hp_type = hp_turret_special_10, HpTurret_R1_04
hp_type = hp_turret_special_9, HpTurret_R2_01
hp_type = hp_turret_special_9, HpTurret_R2_02
hp_type = hp_turret_special_9, HpTurret_R2_03
hp_type = hp_turret_special_9, HpTurret_R2_04
hp_type = hp_turret_special_8, HpTurret_R3_01
hp_type = hp_turret_special_8, HpTurret_R3_02
hp_type = hp_turret_special_8, HpTurret_R3_03
hp_type = hp_turret_special_8, HpTurret_R3_04
hp_type = hp_turret_special_8, HpTurret_R3_05
hp_type = hp_turret_special_8, HpTurret_R3_06
hp_type = hp_turret_special_7, HpTurret_R4_01
hp_type = hp_turret_special_7, HpTurret_R4_04
hp_type = hp_turret_special_7, HpTurret_R4_05
hp_type = hp_turret_special_7, HpTurret_R4_06
hp_type = hp_turret_special_7, HpTurret_R4_07
hp_type = hp_turret_special_6, HpTurret_R4_02
hp_type = hp_turret_special_6, HpTurret_R4_03
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01

4: Now open up the goods.ini and place this line:
[Good
nickname = rh_battleship
category = shiphull
ship = rh_battleship_ship
price = 35000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = rh_battleship_package
category = ship
hull = rh_battleship
addon = ge_s_scanner_01
addon = capital_power2
addon = ge_s_tractor_01
addon = ge_rh_engine_01
addon = sfx_rumble_battleship
addon = rhi_battleship_turret01, HpTurret_R1_01
addon = rhi_battleship_turret01, HpTurret_R1_02
addon = rhi_battleship_turret01, HpTurret_R1_03
addon = rhi_battleship_turret01, HpTurret_R1_04
addon = rhi_battleship_turret02, HpTurret_R2_01
addon = rhi_battleship_turret02, HpTurret_R2_02
addon = rhi_battleship_turret02, HpTurret_R2_03
addon = rhi_battleship_turret02, HpTurret_R2_04
addon = rhi_battleship_turret03, HpTurret_R3_01
addon = rhi_battleship_turret03, HpTurret_R3_02
addon = rhi_battleship_turret03, HpTurret_R3_03
addon = rhi_battleship_turret03, HpTurret_R3_04
addon = rhi_battleship_turret03, HpTurret_R3_05
addon = rhi_battleship_turret03, HpTurret_R3_06
addon = rhi_battleship_turret04, HpTurret_R4_01
addon = rhi_battleship_flak_turret01, HpTurret_R4_02
addon = rhi_battleship_flak_turret01, HpTurret_R4_03
addon = rhi_battleship_turret04, HpTurret_R4_04
addon = rhi_battleship_turret04, HpTurret_R4_05
addon = rhi_battleship_turret04, HpTurret_R4_06
addon = rhi_battleship_turret04, HpTurret_R4_07
addon = SlowLargeYellow, HpRunningLight03
addon = SlowLargeYellow, HpRunningLight04
addon = SlowLargeYellow, HpRunningLight08
addon = SlowLargeYellow, HpRunningLight07
addon = SlowLargeYellow, HpRunningLight05

5: Go to the engine_equip.ini and place this line in:
[Engine
nickname = ge_rh_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_rh_largeengine03
cruise_charge_time = 10
cruise_power_usage = 20
character_start_sound = engine_pi_freighter_start
character_loop_sound = engine_pi_freighter_loop
rumble_sound = rumble_battleship
engine_kill_sound = engine_pi_freighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_bw_cruise_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
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 = rhi_battleship_turret01
equipment = rhi_battleship_turret01
category = equipment
price = 2000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263473
ids_info = 264473
shop_archetype = equipment\models\turret\rh_turret01.cmp
material_library = equipment\models\rh_turret.mat

[Good
nickname = rhi_battleship_turret02
equipment = rhi_battleship_turret02
category = equipment
price = 1800000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263474
ids_info = 264474
shop_archetype = equipment\models\turret\rh_turret02.cmp
material_library = equipment\models\rh_turret.mat

[Good
nickname = rhi_battleship_turret03
equipment = rhi_battleship_turret03
category = equipment
price = 1500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263475
ids_info = 264475
shop_archetype = equipment\models\turret\rh_turret03.cmp
material_library = equipment\models\rh_turret.mat

[Good
nickname = rhi_battleship_turret04
equipment = rhi_battleship_turret04
category = equipment
price = 1500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263476
ids_info = 264476
shop_archetype = equipment\models\turret\rh_turret04.cmp
material_library = equipment\models\rh_turret.mat

[Good
nickname = rhi_battleship_flak_turret01
equipment = rhi_battleship_flak_turret01
category = equipment
price = 1800000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263477
ids_info = 264477
shop_archetype = equipment\models\turret\rh_turret04.cmp
material_library = equipment\models\rh_turret.mat

7: After that go to the weapon_equip.ini and place this line:
[Munition
nickname = rhi_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 10000
energy_damage = 5000
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = rh_capgun_01_impact
const_effect = rh_gunboat_maingun
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = rhi_battleship_turret01
ids_name = 263473
ids_info = 264473
DA_archetype = equipment\models\turret\rh_turret01.cmp
material_library = equipment\models\rh_turret.mat
HP_child = HPConnect
hit_pts = 12312
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 10000
refire_delay = 1.5
muzzle_velocity = 800
toughness = 1.000000
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rhi_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 400

[LOD
obj = barrel
LODranges = 0, 700

[Munition
nickname = rhi_battleship_turret02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 800
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = rh_capgun_01_impact
const_effect = rh_capgun_01_proj
lifetime = 0.800000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = rhi_battleship_turret02
ids_name = 263474
ids_info = 264474
DA_archetype = equipment\models\turret\rh_turret02.cmp
material_library = equipment\models\rh_turret.mat
HP_child = HPConnect
hit_pts = 12312
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 150
refire_delay = 0.200000
muzzle_velocity = 1000
toughness = 1.600000
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rhi_battleship_turret02_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 400

[LOD
obj = barrel
LODranges = 0, 600

[Munition
nickname = rhi_battleship_turret03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1000
energy_damage = 600
one_shot_sound = fire_capship
munition_hit_effect = rh_capgun_01_impact
const_effect = rh_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = rhi_battleship_turret03
ids_name = 263475
ids_info = 264475
DA_archetype = equipment\models\turret\rh_turret03.cmp
material_library = equipment\models\rh_turret.mat
HP_child = HPConnect
hit_pts = 12312
explosion_resistance = 1.000000
debris_type = debris_turret_med
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 2000
refire_delay = 0.400000
muzzle_velocity = 1000
toughness = 1.600000
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rhi_battleship_turret03_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 300

[LOD
obj = barrel
LODranges = 0, 500

[Munition
nickname = rhi_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1000
energy_damage = 400
one_shot_sound = fire_capship
munition_hit_effect = rh_capgun_01_impact
const_effect = rh_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = rhi_battleship_turret04
ids_name = 263476
ids_info = 264476
DA_archetype = equipment\models\turret\rh_turret04.cmp
material_library = equipment\models\rh_turret.mat
HP_child = HPConnect
hit_pts = 12312
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 100
refire_delay = 0.500000
muzzle_velocity = 1000
toughness = 3.200000
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rhi_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 300

[LOD
obj = barrel
LODranges = 0, 400

[Explosion
nickname = rhi_battleship_flak_turret01_explosion
effect = rh_flakcannon01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 200
hull_damage = 500
energy_damage = 0
impulse = 0

[Munition
nickname = rhi_battleship_flak_turret01_ammo
explosion_arch = rhi_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship
detonation_dist = 100
lifetime = 5
force_gun_ori = false
const_effect = rh_flakcannon01_proj
HP_trail_parent = HPExhaust
seeker = DUMB
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = rhi_battleship_flak_turret01
ids_name = 263477
ids_info = 264477
DA_archetype = equipment\models\turret\rh_turret04.cmp
material_library = equipment\models\rh_turret.mat
HP_child = HPConnect
hit_pts = 12312
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 200
refire_delay = 0.500000
muzzle_velocity = 1000
toughness = 3.200000
flash_particle_name = rh_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rhi_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 300

[LOD
obj = barrel
LODranges = 0, 400



8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to rh_battleship.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, 80, 400
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 misc_equip.ini and place this line in
[Power
nickname = capital_power2
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 100000
charge_rate = 5000
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

11: 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

12: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = rhi_ shield01_mark10_cap, 0, -1, 10, 10, 0, 1
MarketGood = rhi_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = rhi_battleship_turret02, 0, -1, 10, 10, 0, 1
MarketGood = rhi_battleship_turret03, 0, -1, 10, 10, 0, 1
MarketGood = rhi_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = rhi_battleship_flak_turret01, 0, -1, 10, 10, 0, 1

13: 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_08_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 = rh_battleship_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 22-03-2003 12:40:45

Post Fri Mar 21, 2003 11:11 am

Lots of high powered guns on this one with an extensive power bank to draw on and lots of armor. Turn rate is slower than other battleships. This one’s designed to play the tank. Range on the guns are shorter than other ships though so watch out for Order railcannon shots, long range beam weapons and high speed torpedoes.

Post Fri Mar 21, 2003 12:49 pm

Thank you VERY much!
Now there's only one Battleship left-the Kusari one. Could you please do it? I wanna put all the Bships on and make a "Nation War" server. You know, players'll side with a different zone, and each would drive that zone's ship... The Osiris would be on a faraway planet in the border worlds, as a "secret" ship.

Of course, you'll get all the credit...

Always look on the bright side of life.

Post Fri Mar 21, 2003 12:55 pm

thanks a lot!!! but how do u remove the docking ring collision files?

i have the same problem when undocking, i tried out the kusari battleship and it also has that problem.... anyone knows how to solve it??

theres a loudouts.ini in data\solar\ with the loudouts of some objects including docking ring but it seems i cant fix it from there





Edited by - SoulForge on 21-03-2003 13:27:23

Post Fri Mar 21, 2003 1:15 pm

Yes really GOOD WORK! But i can't fly with it because it explods at the docking ring. Where i can shut down the collision?

Edited by - Zaturi on 21-03-2003 14:44:01

Post Fri Mar 21, 2003 2:32 pm

Look for a file by the name of docking_ringx2_lod.sur. Rename it to something else and it'll become a ghost ring. You can see it but you can't touch it and vice versa. It's in the data\solar\dockable folder.
As for the kusari battleship, i am currently waiting for the testers to get back to me about an experimental dockable player controlled battleship so its no go yet.

Edited by - Wanderer on 21-03-2003 14:36:20

Post Fri Mar 21, 2003 2:44 pm

I can pass the Docking Ring but then i explode because the ship is so long -> you can't fly around with it.

Maybe the Docking Turrets?

Edited by - Zaturi on 21-03-2003 14:48:56

Post Fri Mar 21, 2003 3:00 pm

Great job on the Bship!

Post Fri Mar 21, 2003 3:26 pm

I have the same problem, before the ship is getting close to the docking ring it's blown up because it's in the planet... :0



Could you HELP please?

Post Fri Mar 21, 2003 3:52 pm

mmhhh. Got a prob. I`m not very experienced with this.
I did everything you wrote. But when I go to th Manhatten ship dealer I can only get the normal stuff. I noticed that when I save my ini files, (working with flide) they are completly different when I load them again...is there a different program?

Post Fri Mar 21, 2003 8:08 pm

any way i can remove the planet atmosphere so i can be very closed to the planet without exploding?

Post Fri Mar 21, 2003 9:15 pm

I could bypass the exploding ship problem by buying a billion nanobots and shield batteries and mashing the "F" and "G" buttons, but for some reason my server crashed two seconds after I left the atmosphere. Also, in the purchase menu, the battleship is titled "Bretonia Battleship" (?), and there was no big shield available for purchase on the planet where I put the ship on (I already had something on Manhattan, so I put it on Pittsburgh).

The exploding ship problem should be solved... And, if it's just not possible, maybe the atmosphere of specific planets can be removed... It's prodably hardcoded, but if it's not, it'll be worth checking. Anyway, I'm off to bed (it's late here in Israel, and even with a war raging around us we need to sleep ). Do try solving the battleship problems if you have time for it, as it will make takeoffs far more enjoyable. And survivable.

Always look on the bright side of life.

Post Fri Mar 21, 2003 9:35 pm

i am 2 from ISRAEL i tried to change the radius to 1 but it didnt work...
maybe there is a way to change the ship start point when undocking a planet.
I dont know.

מה המצב עם המלחמה? עדיין יש איום על ישראל?

Post Sat Mar 22, 2003 1:36 am

I'll give it a try but i can't guarantee anything. There is a way to strip planetary atmosphere but you could try looking up any planet/atmosphere files with the type .sur. All sur files are used for collisions.

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