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kusari gunship

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 31, 2003 11:31 pm

kusari gunship

hey ppls, ive modded a working kusari gunship, if some ppl want it ill created a tutorial for it.

heres some screens of it.



Post Tue Apr 01, 2003 7:40 am

The way kusari ships are designed makes me doubt their combat worth stats notwithstanding. Even their battleships looks like one of the old chinese imperial barges/palaces or something like that.

Post Tue Apr 01, 2003 6:52 pm

lol, they are strange looking yes, thats why i picked this one. allthough the original stats were not very good, the magority of this ship has been alltered; even the turrets are not its originals.

As for combat a few wings of ships at levels 0 to about 15 have no chance, above this is when they start to be a threat.

anyways heres the stats:

hull = 15000
shield = 2x 15000 adv champion graviton shields

normal max speed = 150
max speed = 230 with 2 adv thrusters installed

max mines = 100
max cm = 100

shield batterys = 300
nanobots = 300

large turret x2
hull damage = 450
shield damage = 225
range 1099m
speed 1222m/s
refire rate = 4
energy usage = 125

defence turret x3
hull damage = 253
shield damage = 126
range 1099m
speed 1222m/s
refire rate = 8.33
energy usage = 60

missile turret x1
hull damage = 2263
shield damage = 1131
range 2000m
speed 572m/s
refire rate = 1
turn rate = 9.90

torpedo
hull damage = 15000
shield damage = 7500
range 2700m
speed 60m/s
refire rate = 0.50
turn rate = 0.58
blast range = 1000m (enough to take out all turrets on a station)

cruis disrupter turret
hull damage = 259
shield damage = 129
range 3000m
speed 800m/s
refire rate = 1
turn rate = 8.71

The Wings and guns have had their hps reduced so they can be desroyed, if your shield goes down.

All so the torps and disrupters have the same trail and look to match the rest of the weapons.

Post Tue Apr 01, 2003 7:02 pm

Couldn´t you make an *.ini for me, and a readme how to add this one to my sp ?
that would be great !
tox

Post Wed Apr 02, 2003 10:34 pm

well there isnt just one ini file to edit, heres the tutorial anyways.

remember to backup the originals before hand just in case.

<pre><font size=1 face=Courier>
///////////////////////

files to edit:

equipment\engine_equip.ini
equipment\goods.ini
equipment\market_misc.ini
equipment\market_ships.ini
equipment\misc_equip.ini
equipment\misc_good.ini
equipment\st_equip.ini
equipment\st goods.ini
equipment\weapon_equip.ini
equipment\weapon_good.ini

ships\shiparch.ini

fx\effects.ini

constants.ini

///////////////////////

files to create:

cockpits\liberty\ku_gun_ship.ini

///////////////////////

files to add:

ships\kusari\ku_gunshipb.cmp


///////////////////////

(1) addto equipment\engine_equip.ini

[Engine
nickname = gunship_engine_01
ids_name =263893
ids_info =264893
volume = 400.000000
mass = 10
max_force = 452500
linear_drag = 3000
reverse_fraction = 0.100000
flame_effect = gf_ku_largeengine01
cruise_charge_time = 5
cruise_power_usage = 20
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
rumble_sound = rumble_gunboat
cruise_start_sound = engine_ku_cruise_start
cruise_loop_sound = engine_ku_cruise_loop
cruise_stop_sound = engine_ku_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

///////////////////////

(2) addto equipment\goods.ini

[Good
nickname = ku_gun_ship
category = shiphull
ship = ku_gun_ship_ship
price = 10
ids_name = 237030
item_icon = Equipment\models\commodities\nn_icons\ku_freighter.3db

[Good
nickname = ku_gun_ship_package
category = ship
hull = ku_gun_ship
archetype = ku_gun_ship
addon = gunship_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = sfx_rumble_gunvessel
addon = gunship_engine_01
addon = shield01_mark10_gun, HpShield01, 1

///////////////////////

(3) addto equipment\market_misc.ini under base=Li01_01_base (Manhatten)

MarketGood=ku_gunship_turret01, 0, -1, 10, 10, 0, 1
MarketGood=ku_gunship_turret02, 0, -1, 10, 10, 0, 1
MarketGood=ku_gunship_missile_turret01, 0, -1, 10, 10, 0, 1
MarketGood=ku_gunship_cruise_disruptor_turret01, 1, -1, 10, 10, 0, 1
MarketGood=ku_gunship_torpedo, 0, -1, 10, 10, 0, 1
MarketGood=shield01_mark10_gun, 0, -1, 10, 10, 0, 1

///////////////////////

(4) replace section in equipment\market_ships.ini

replace

[BaseGood
base = Li01_01_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 = lf_package, 1, -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

with

[BaseGood
base=Li01_01_base
marketgood=gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood=gf2_package, 4, -1, 0, 0, 1, 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=ku_gun_ship_package, 0, -1, 1, 1, 0, 1, 1
marketgood=lf_package, 1, -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

///////////////////////

(5) addto equipment\misc_equip.ini

[Power
nickname = gunship_power
ids_name = 233704
ids_info = 263154
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 30000
charge_rate = 1000
thrust_capacity = 2000
thrust_charge_rate = 200
lootable = false

///////////////////////


(6) edit prices in equipment\misc_good.ini for ge_s_battery_01 and ge_s_repair_01 to what you want, say 10.


///////////////////////

(7) addto equipment\st_equip.ini

[ShieldGenerator
nickname = shield01_mark10_gun
ids_name =263768
ids_info =264768
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.650000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 60
max_capacity = 15000
toughness = 240
hp_type = hp_freighter_shield_special_10
offline_rebuild_time = 12
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

///////////////////////

(8) addto equipment\st goods.ini

[Good
nickname = shield01_mark10_gun
equipment = shield01_mark10_gun
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name =263768
ids_info =264768
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

///////////////////////

(9) addto equipment\weapon_equip.ini

[Motor
nickname = ku_gunship_torpedo_motor
lifetime =11.25
accel =3.5556
delay =0

[Explosion
nickname = ku_gunship_torpedo_explosion
effect = ku_torpedo01b_impact
lifetime =0, 0
process = disappear
strength =1000
radius =1000
hull_damage =15000
energy_damage =0
impulse =0

[Munition
nickname = ku_gunship_torpedo_ammo
explosion_arch = ku_gunship_torpedo_explosion
loot_appearance = ammo_crate
units_per_container =1
hp_type = hp_torpedo
hit_pts =2
one_shot_sound = fire_torpedo
detonation_dist =6.25
lifetime =56.25
Motor = ku_gunship_torpedo_motor
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock =0
seeker_range =2700
seeker_fov_deg =35
max_angular_velocity =0.58067
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name =265164
ids_info =266164
mass =1
volume =0

[Gun
nickname = ku_gunship_torpedo
ids_name =263164
ids_info =264164
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_normal
parent_impulse =20
child_impulse =80
volume =0
mass =10
hp_gun_type = hp_torpedo_special_1
damage_per_fire =0
power_usage =0
refire_delay =2
muzzle_velocity =20
toughness =58.7
projectile_archetype = ku_gunship_torpedo_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = true
LODranges =0, 20, 60, 100

[Motor
nickname = ku_gunship_cruise_disruptor_turret01_motor
lifetime =0.9375
accel =568.8889
delay =0

[Explosion
nickname = ku_gunship_cruise_disruptor_turret01_explosion
effect = ku_missile02_impact
lifetime =0, 0
process = disappear
strength =1000
radius =50
hull_damage =259
energy_damage =0
impulse =0

[Munition
nickname = ku_gunship_cruise_disruptor_turret01_ammo
explosion_arch = ku_gunship_cruise_disruptor_turret01_explosion
loot_appearance = ammo_crate
units_per_container =5
hp_type = hp_gun
hit_pts =2
one_shot_sound = fire_cruise_disruptor
detonation_dist =12.5
lifetime =4.6875
Motor = ku_gunship_cruise_disruptor_turret01_motor
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock =0
seeker_range =3000
seeker_fov_deg =120
max_angular_velocity =8.71
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name =265162
ids_info =266162
mass =1
volume =0

[Gun
nickname = ku_gunship_cruise_disruptor_turret01
ids_name =263162
ids_info =264162
DA_archetype = equipment\models\turret\ku_turret04.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_turret_small
parent_impulse =20
child_impulse =80
volume =50
mass =10
hp_gun_type = hp_torpedo_special_2
damage_per_fire =0
power_usage =0
refire_delay =1
muzzle_velocity =266.7
toughness =1.6
projectile_archetype = ku_gunship_cruise_disruptor_turret01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = true

[Motor
nickname = ku_gunship_missile_turret01_motor
lifetime =2.875
accel =141.1111
delay =0

[Explosion
nickname = ku_gunship_missile_turret01_explosion
effect = ku_missile02_impact
lifetime =0, 0
process = disappear
strength =1000
radius =50
hull_damage =2263.5
energy_damage =0
impulse =0

[Munition
nickname = ku_gunship_missile_turret01_ammo
explosion_arch = ku_gunship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts =2
one_shot_sound = fire_missile_regular
detonation_dist =4
lifetime =18.375
Motor = ku_gunship_missile_turret01_motor
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock =0
seeker_range =2000
seeker_fov_deg =35
max_angular_velocity =9.90333
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass =1
volume =0.0001

[Gun
nickname = ku_gunship_missile_turret01
ids_name =263436
ids_info =264436
DA_archetype = equipment\models\turret\ku_turret04.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_turret_small
parent_impulse =20
child_impulse =80
volume =50
mass =10
hp_gun_type = hp_turret_special_10
damage_per_fire =0
power_usage =0
refire_delay =1.0
muzzle_velocity =166.7
toughness =5.3
light_anim = l_gun01_flash
projectile_archetype = ku_gunship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = false

[LOD
obj = Root
LODranges =0, 450

[LOD
obj = barrel
LODranges =0, 500

[Munition
nickname = ku_gunship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts =2
hull_damage =450.5
energy_damage =0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = ku_capgun_01_impact
const_effect = ku_gunboat_maingun
lifetime =0.9
force_gun_ori = false
mass =1
volume =0.0001

[Gun
nickname = ku_gunship_turret01
ids_name =263435
ids_info =264435
DA_archetype = equipment\models\turret\ku_turret01.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_turret_huge
parent_impulse =20
child_impulse =80
volume =50
mass =10
hp_gun_type = hp_turret_special_9
damage_per_fire =0
power_usage =125
refire_delay =0.25
muzzle_velocity =1222.2
toughness =5.3
flash_particle_name = ku_capgun_01_flash
flash_radius =15
light_anim = l_gun01_flash
projectile_archetype = ku_gunship_turret01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = false

[LOD
obj = Root
LODranges =0, 800

[LOD
obj = barrel
LODranges =0, 600

[Munition
nickname = ku_gunship_turret02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts =2
hull_damage =253.5
energy_damage =0
one_shot_sound = fire_capship
munition_hit_effect = ku_capgun_01_impact
const_effect = ku_capgun_01_proj
lifetime =0.9
force_gun_ori = false
mass =1
volume =0.0001

[Gun
nickname = ku_gunship_turret02
ids_name =263434
ids_info =264434
DA_archetype = equipment\models\turret\ku_turret02.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_turret_large
parent_impulse =20
child_impulse =80
volume =50
mass =10
hp_gun_type = hp_turret_special_8
damage_per_fire =0
power_usage =60
refire_delay =0.12
muzzle_velocity =1222.2
toughness =5.3
flash_particle_name = ku_capgun_01_flash
flash_radius =15
light_anim = l_gun01_flash
projectile_archetype = ku_gunship_turret02_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = false

[LOD
obj = Root
LODranges =0, 600

[LOD
obj = barrel
LODranges =0, 400

///////////////////////

(10) addto equipment\weapon_good.ini

[Good
nickname = ku_gunship_torpedo
equipment = ku_gunship_torpedo
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_torplauncher.3db
combinable = false
free_ammo = torpedo01_mark02_ammo, 1
ids_name = 263164
ids_info = 264164
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat

[Good
nickname = ku_gunship_cruise_disruptor_turret01
equipment = ku_gunship_cruise_disruptor_turret01
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name =263162
ids_info =264162
shop_archetype = equipment\models\turret\ku_turret02.cmp
material_library = equipment\models\ku_turret.mat

[Good
nickname = ku_gunship_turret01
equipment = ku_gunship_turret01
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263437
ids_info = 264437
shop_archetype = equipment\models\turret\ku_turret01.cmp
material_library = equipment\models\ku_turret.mat

[Good
nickname = ku_gunship_turret02
equipment = ku_gunship_turret02
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263438
ids_info = 264438
shop_archetype = equipment\models\turret\ku_turret02.cmp
material_library = equipment\models\ku_turret.mat

[Good
nickname = ku_gunship_missile_turret01
equipment = ku_gunship_missile_turret01
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263436
ids_info = 264436
shop_archetype = equipment\models\turret\ku_turret04.cmp
material_library = equipment\models\ku_turret.mat

///////////////////////

(11) addto ships\shiparch.ini

[Ship
ids_name = 237030
ids_info = 66564
nickname = ku_gun_ship_ship
LODranges = 0, 150, 300, 450, 4000
msg_id_prefix = gcs_refer_shiparch_Kusg
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\kusari\ku_gunship\ku_gunshipb.cmp
material_library = ships\kusari\ku_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
strafe_force = 30000
nanobot_limit = 300
shield_battery_limit = 300
mass = 500.000000
hold_size = 2500
hit_pts = 15000
fuse = ku_gunship_body_fuse, 0.000000, 1
fuse = ku_gunship_burning_fuse01, 0.000000, 2250
fuse = ku_gunship_burning_fuse01, 0.000000, 1125
cockpit = cockpits\liberty\ku_gun_ship.ini
camera_offset = 25, 85
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 12
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
explosion_arch = explosion_instant
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
steering_torque = 6000000.000000, 6000000.000000, 6000000.000000
angular_drag = 12000000.000000, 12000000.000000, 12000000.000000
rotation_inertia = 1680000.000000, 1680000.000000, 1680000.000000
nudge_force = 60000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
hp_type = hp_thruster, HpEngine01, HpEngine02
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_turret_special_10, HpTurret_K5_01
hp_type = hp_turret_special_8, HpTurret_K4_02
hp_type = hp_turret_special_8, HpTurret_K4_03
hp_type = hp_turret_special_9, HpTurret_K6_01
hp_type = hp_turret_special_9, HpTurret_K6_02
hp_type = hp_turret_special_8, HpTurret_K4_01
hp_type = hp_torpedo_special_2, HpTurret_K4_04
hp_type = hp_torpedo_special_1, HpTurret_K4_05
shield_link = l_freighter_shield01, HpMount, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02

[CollisionGroup
obj = ku_star_spike_lod1
separable = parent_impulse = 60.000000
child_impulse = 500.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpSpkmnt_starboard
dmg_obj = ku_gunboat_dmg_star_spike_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 7500

[CollisionGroup
obj = ku_star_wing_lod1
separable = parent_impulse = 60.000000
child_impulse = 500.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpWing_starboard
dmg_obj = ku_gunboat_dmg_star_wing_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 7500

[CollisionGroup
obj = ku_star_eng_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpEng_starboard
dmg_obj = ku_gunboat_dmg_star_eng_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 15000

[CollisionGroup
obj = ku_port_spike_lod1
separable = parent_impulse = 60.000000
child_impulse = 300.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpSpkMnt_Port
dmg_obj = ku_gunboat_dmg_port_spike_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 7500

[CollisionGroup
obj = ku_port_wing_lod1
separable = parent_impulse = 60.000000
child_impulse = 600.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpWing_port
dmg_obj = ku_gunboat_dmg_port_wing_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 7500

[CollisionGroup
obj = ku_port_eng_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpEng_port
dmg_obj = ku_gunboat_dmg_port_eng_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 15000

[CollisionGroup
obj = ku_cntrltwr_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
debris_type = debris_vanish
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpCntrltwr
dmg_obj = ku_gunboat_dmg_tower_cap
mass = 20.000000
hit_pts = 15000
root_health_proxy = true

[CollisionGroup
obj = ku_frnt_port_lod1
separable = parent_impulse = 10.000000
child_impulse = 3000.000000
debris_type = cap_ship_piece
fuse = ku_gunship_body_fuse, 0.000000, 1
group_dmg_hp = DpFrnt
group_dmg_obj = ku_gunboat_dmg_front_cap
mass = 200.000000
hit_pts = 15000
root_health_proxy = true

///////////////////////

(12) addto fx\effects.ini

[Effect
nickname = ku_torpedob_impact
effect_type = EFT_EXPLOSION_LARGE
snd_effect = csx_monster01
vis_effect = outer_sanctum_lightning

///////////////////////

(13) addto constants.ini under [Constants

MAX_PLAYER_AMMO = 100

///////////////////////

(14) create file cockpits\liberty\ku_gun_ship.ini

add this information to the file

[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 20, 150
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

///////////////////////

(15) finally download and extract the file ku_gunshipb.cmp to the ships\kusari\ folder

ku_gunshipb.zip

///////////////////////

</font></pre>

Post Wed Apr 02, 2003 10:38 pm

humm, doesnt really parse well this board, try this instead howto

Post Tue Apr 22, 2003 4:11 pm

bearwolf, thank you thank you thank you, and thanks to khaos for converting this to FLMM, this ship looks to be one of the best in the game.

i cant wait to cruise around kicking major ass in my kusari cruiser, once ive finished the game of course. Btw, bearwolf, where can i buy this beastly ship? is it on manhatten or on a kusari planet?

also, are there any problems with this thing docking etc.????

thanks again

-Nomega-

Post Wed Apr 23, 2003 12:13 am

ya khaos did a good job with it; planets and stations arnt much of a problem may get a few bumps here and there but generally ok. battleships are awkward though as the ship tilts upwards while landing, but escape can skip that part.

its on manhatten as default but you could put it anywhere by editing the market_ships.ini file.

at least theres a few people who like it, others think its about to fall apart.

Post Wed Apr 23, 2003 10:20 pm

well, i personnally think kusari ships are the best looking ships in the game, and this has to be the best looking of them all. Havnt bought it yet, as i havnt had the chance to go to manhatten (still havnt finished the story missions yet!) but as soon as i get me some money, this ship will be mine.

once again great job bearwolf, i cant begin to understand ini files and textures and meshes and milkshape and all the rest.......

thanks again

-Nomega-
*goes back to his triangle he managed to create after 3 hours on milkshape*

Post Thu Apr 24, 2003 7:38 pm

hey, what the hell is the storage capacity on the gunship?


-Nomega-

Post Thu Apr 24, 2003 10:24 pm

2500

Post Sun May 04, 2003 5:35 am

Could you please make a script for the FLMM?

Post Sun May 04, 2003 11:00 am

Too bad it cant go MP that would rock since i myself think SP is so boring..

Post Sun May 04, 2003 5:55 pm

Bri_Dog check this thread for the flmm script : link its called Khaos's Kusari Gunboat mod

Edited by - bearwolf on 04-05-2003 18:55:55

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