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**TUTORIAL** Realistic Rhineland Battleship

The general place to discuss MOD''ing Freelancer!

er1

Post Sat Mar 22, 2003 8:04 am

i can't get it to work, as soon as the leave planet cutscene is over my ship smashes into *something* on the RIGHT of the rings and explode

Post Sat Mar 22, 2003 10:43 am

That *Something* is ( I think ) the docking GUNS.

Post Sat Mar 22, 2003 12:45 pm

I've switched the mod to put the battleship on Newark station instead. Its a stopgap measure but it should be playable for now. I'm currently working on cap ship dockpoints for all stations and will post the results.

Post Sat Mar 22, 2003 2:07 pm

To make the Shield Buyable:

Wrong: MarketGood = rhi_ shield01_mark10_cap, 0, -1, 10, 10, 0, 1
Right: MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1

@Wanderer: Did you see the failure?

Edited by - Zaturi on 22-03-2003 17:28:51

Post Sat Mar 22, 2003 9:31 pm

Nice job on the ship. Power drain from weapons fire is a bit on the steep side, but then again, even the low-drain weapons pack plenty of punch

man I thought trade lane rings were tough to manuever, but trying to cruise through a debris field sux! Had a blast (pun) harrassing Rochester Base with this monster.

What are you trying to accomplish as far as making stations cap ship dockable? modifying the dock points to be in open space, or in the "cap ship bays"? The method I ended up with was a bit comedic, but functional none-the-less.

Post Sun Mar 23, 2003 1:56 am

Its using the moors the way they were supposed to be. The mod makes the computer treat it as a berth and there you go. Instant cap ship moors that take you into the base. This also works for docking fixtures. I'm currently working on a liberty dreadnaught tutorial and will affix the docking fix to it as well. Release is in 12 hours.

Post Sun Mar 23, 2003 2:45 am

Very nice. Was waiting on someone to tackle to mooring fixture issue.

What approach did you take to adding a ship dealer room? I ripped the whole manhatten file and replaced the Newark file.. kinda neat landing on Planet Newark I assume you're using another stations shipdealer entry? (come to think of it, the Lib cruiser shipdealer would work well).

I wonder if using a different (slightly smaller) ships .sur file might make trade lanes a little more tolerable? I kinda like the fact that debris feilds are a pain for such a large ship (as it should be), but backing up traffic at a trade ring just feels rude

One last thing, I think the camera needs a little tweaking. A little more distance/height would make manuevering a lot more tolerable. Also the cockpit camera has a lot of shake, which seems like a mass issue, but it's only in cockpit mode.

How's the mobile station test going?

Post Sun Mar 23, 2003 3:35 am

Not good. Mobile station test is missing something. Might be hardcoded but i doubt it. Going is slow since i'm trying to find every file in reference to docking and adapting it to the ship. If you have any ideas, please send them to me or post it here.

Post Sun Mar 23, 2003 3:58 am

I haven't gone through any files yet with mobile station mod'ing in mind, but off hand, I can't help but wonder if it's a matter of being in the universe dir tree. If that's the case, would need to add an extra base, and figure out a way to link that to the ship. Might run into a problem with more than one (base/cruiser) being in existance, but I can think of way's around that.

The question I'd have to ask is what kind of progress have you made in the area? For instance, with a player controlled cruiser targeted, is the dock icon enabled with the current setup (regardless if it works)? What have you tried, and what did/didn't work?

I assume you've tried something along the lines of this too:

base = rh_battleship_ship
dock_with = rh_battleship_ship

in shiparch?

Post Sun Mar 23, 2003 2:32 pm

Did that and even put base settings in all the liberty folders but somethings missing. Was thinking about the solararch in the system folder but the more i look at it the more discouraged i become. The thing looks too much like its hardcoded somehow. Meaning if its a station you can dock as stated by the type but not otherwise. Hmm... maybe i'm doing this from the wrong approach. This discussion has given me a new idea... it might make the ship insanely difficult to fly but i think i have an idea.

Post Sun Mar 23, 2003 9:39 pm

hang on a sec.. just thinking about how the game identifies dock points, isn't that in the model? and at the same time, doesn't the HpDockPoint01 have to be specified as well in shiparch the way it is for base objects?

From what I can see, the base files point to an either an object or base arch nickname, then the "Battleship" bases are spawned as simple objects. From the way things tend to interact, it would really make sense to be able to assign the base values to a ship. I'm sure you've given this stuff thought, just typing it out to aid my own thought process.

I wonder if docking ring code couldn't be adapted somehow..

At any rate, I'm intersted in hearing what you've come up with.

If you use irc, I'm always idle in irc.dynamix.com #t5test (I'm T5). I'm afk a lot, but I check it fairly often. I also have all the other IM services, just LMK what you're preffered method is if you don't use irc.

Post Mon Mar 24, 2003 5:12 am

Email me. I had irc for awhile but it kept eating up the incoming messages. I'll exchange ideas if you like.

Post Mon Mar 24, 2003 9:56 pm

Wanderer,
Could you send me these files in a zip so I could post them on my site? I you are to busy its alright but if you ever get a chance, let me know.

Post Fri Apr 04, 2003 7:45 pm

it doesnt work!!!

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