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SW Ships Coming Up! (TIE and Xwing FLMM Version Released )

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 01, 2003 10:16 pm

Rapid, you can make a mod script for it, to work with FL Mod Manager. That way, knowledge of ini editing is not required

Post Tue Apr 01, 2003 10:31 pm

note: The Tie Defender was also fitted with full shielding.

I Came, I Saw, I Blew Your Lungs Out Past Your Backbone.

Post Tue Apr 01, 2003 10:40 pm

Yeah... 200 SBD in TIE Fighter, 100 SBD in X-Wing Alliance (obviously to give those Rebel scumbags a fighting chance )

You know you've played SW spacesims too many times when you can quote the shield and hull rating of every fighter/capital ship featured in them SEVEN years later, LMAO

Edited by - Nephilim on 02-04-2003 00:46:22

Post Tue Apr 01, 2003 10:49 pm

Oh, I thought everyone could do that

No offense, but I think the solar panels look just a little too small, either that or the entire model is too small. I'd also suggest using a different texture for the solar panels. Other than that, great job

There are only 10 kinds of people in the world:
those who understand binary, and those who don't.

Post Tue Apr 01, 2003 10:56 pm

Seems to me that every one that makes a ship makes it a indefeatabel one

I though these were the trade offs
#guns - max gun/shield lvl- #batteries/nanobots - cargohold - hull strength - manouverablility - cost - energie

(give every thing a rating from 1 to 5, equil to a starflier is 1, 5 equils a VHF, then take the average wich eqeuls a ship whit the same average)

if you put the cargo hold on 10 (a 1)
max batteries at 10 (a 1)
enegie at a a 3
you'll have a ship that cost 300K, wich seems a bit expecive for a ship of wich are millions made off.

Post Tue Apr 01, 2003 11:48 pm

I have increased the ship size a bit so its slighty bigger then the starflier.
The solar panel can't too big otherwise you will hit yourself when you shoot the twin laser cannons under you cockpit side ways. I think their size is just about right.

Also, i cannot make a mod scripit that is suitable for everyone because not every one want to import the Tie for the same ship, or they may even want to create a new ship for Tie. So, I will leave the indiviual gamers to decide what is the best placement for the tie in the game.

The stats for the Tie is by no means set in stone, you can D/L the new Ship Editing Program and edit it whatever way you like

And so so.. its done.
You Can Download it here: File No Longer Avaliable
(zip format, 171kb)
file hosted by FLSDK at www.homebs.com/flsdk

Readme is included in the zip files. Please Read before installing.

Have Fun, I'll keep you all posted if i got the defender ready for test flight

Screenshot of the Tie Fighter
[img = http://individual.utoronto.ca/kliu/scre ... final1.jpg

[img = http://individual.utoronto.ca/kliu/scre ... final2.jpg

rapid



Edited by - rapid on 02-04-2003 01:54:49

Edited by - rapid on 06-04-2003 23:12:14

Post Wed Apr 02, 2003 1:14 am

Hey!

Looks like great work... one small question:
Where can I find the "FL Ship Editor" you mention in the readme? I've scoured the downloads and I can't find the thing to save my life.

Thanks!

- Cleeve

Post Wed Apr 02, 2003 1:54 am

You can find the FL Ship Editing studio in this thread.
FL Ship Editing Studio Thread

there is a link where you can d/l it.

Enjoy

rapid

Edited by - rapid on 02-04-2003 02:56:14

Post Wed Apr 02, 2003 2:38 am

rapid,

The reason you cant see the ship from landing and takeoff is because you will need to access the .thn files. Those control landing and takeoff sequences. I dont know if this can be done yet. But eventually it will.

Post Wed Apr 02, 2003 2:44 am

Nice mod btw!

Post Wed Apr 02, 2003 3:05 am

Thanks dood!

- Cleeve

Post Wed Apr 02, 2003 3:40 am

Troop, thanks for the suggetsion.
However, I fixed the problem with landing and launching now.

Interesting enough, it was not the .thn files that was causing the problem, it was the LODrange value in the shiparch.in file.
I increased it to 0, 99999, 99999, 99999 so the ship won't go missing again.
I included this fix in the readme file as well.



rapid

Post Wed Apr 02, 2003 9:33 am

Beautiful ship, you should be very proud.

The LOD thing did indeed cure all the disappearing problems for takeoff, landing, turret view and even thrusters (you'd zip foreward and vanish the become visible again).
Only one small fly in the ointment, guns look horrible on the TIE, but turrets look ok. First guns I put on it were stealthblades, and you know how damn big those things are.

Anyway for those people who aren't completely up adding ships, i'm going to be nice and post my working .ini changes that add the TIE as a new ship (though no info card changes - it's easy to tell though since the icon is a Rhino but the info is for the Patriot.)

Of course people will need to get the ini decompressor from the downloads section.

Oh, and I did one slightly weird thing, since guns didn't look right on the model (but all the best weapons are guns)
I defined it able to equip guns OR turrets on the 2 weapon hardpoints so you can try out those class 10 weapons, but stick turrets on for screenshots.

IN shiparch.ini

[Ship
ids_name=237034
ids_info=66570
ids_info1=66571
ids_info2=66608
ids_info3=66572
ship_class=0
nickname=tie_fighter
LODranges=0, 999999, 999999, 999999, 999999
msg_id_prefix=gcs_refer_shiparch_Liblf
mission_property=can_use_berths
type=FIGHTER
mass=100
hold_size=25
linear_drag=1
fuse=li_fighter_gas01, 0, -1
fuse=li_fighter_smoke01, 0, -1
fuse=intermed_damage_smallship02, 0, 400
fuse=intermed_damage_smallship03, 0, 200
max_bank_angle=35
camera_offset=9, 25
camera_angular_acceleration=0.05
camera_horizontal_turn_angle=23
camera_vertical_turn_up_angle=5
camera_vertical_turn_down_angle=30
camera_turn_look_ahead_slerp_amount=1
nanobot_limit=12
shield_battery_limit=12
hit_pts=1300
DA_archetype=ships\starwars\tie_fighter.cmp
material_library=ships\starwars\sw_li_empire.mat
material_library=fx\envmapbasic.mat
envmap_material=envmapbasic
cockpit=cockpits\liberty\l_elite.ini
pilot_mesh=generic_pilot
explosion_arch=explosion_li_fighter
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
steering_torque=24000, 24000, 58000
angular_drag=15000, 15000, 35000
rotation_inertia=2800, 2800, 1000
nudge_force=30000
strafe_force=20000
strafe_power_usage=2
bay_door_anim=Sc_open baydoor
bay_doors_open_snd=cargo_doors_open
bay_doors_close_snd=cargo_doors_close
HP_bay_surface=HpBayDoor01
HP_bay_external=HpBayDoor02
num_exhaust_nozzles=1
HP_tractor_source=HpTractor_Source
shield_link=l_elite_shield01, HpMount, HpShield01
hp_type=hp_gun_special_10, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_9, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_8, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_7, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_6, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_5, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_4, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_3, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_2, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_1, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_10, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_9, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_8, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_7, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_6, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_5, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_4, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_3, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_2, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_1, HpWeapon03, HpWeapon04
hp_type=hp_elite_shield_special_10, HpShield01
hp_type=hp_elite_shield_special_9, HpShield01
hp_type=hp_elite_shield_special_8, HpShield01
hp_type=hp_elite_shield_special_7, HpShield01
hp_type=hp_elite_shield_special_6, HpShield01
hp_type=hp_elite_shield_special_5, HpShield01
hp_type=hp_elite_shield_special_4, HpShield01
hp_type=hp_elite_shield_special_3, HpShield01
hp_type=hp_elite_shield_special_2, HpShield01
hp_type=hp_elite_shield_special_1, HpShield01
hp_type=hp_thruster, HpThruster01
hp_type=hp_countermeasure_dropper, HpCM01


IN goods.ini

[Good
nickname = TIE
category = shiphull
ship = tie_fighter
price = 100000
ids_name = 237010
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db

[Good
nickname = TIE_package
category = ship
hull = TIE
addon = co_elite_power01, internal, 1
addon = ge_s_scanner_01
addon = ge_s_tractor_01
addon = ge_bf_engine_01
addon=LargeWhiteSpecial, HpHeadlight, 1
addon=contrail01, HpContrail01, 1
addon=contrail01, HpContrail02, 1


In Market_ships.ini
Search for the base you wish to have the ship sold on (I used pittsburgh, li01_02 since it only has one ship but can sell 3)
and add the line

marketgood=tie_package, 0, -1, 1, 1, 0, 1, 1



A few things to note:
1. It does NOT come with shields, so if you want class 10 you'll have to buy it yourself and/or add it for sale
2. When you're in cockpit mode the guns appear to be firing from _above_ the cockpit
3. I priced it at 100,000 since it has class 10 power/mounts and is very maneuverable, you can change this in the goods.ini section if you want it cheaper.
4. I like the blue engine flames, so it has Breton engines in it, you can change this in the Tie_package section of goods.ini if you prefer a different engine.

Once again, Kudos to Rapid for the great model.

Post Wed Apr 02, 2003 12:10 pm

demo or for retail only

Post Wed Apr 02, 2003 12:37 pm

VERY NICE!
only thing needed is the classic sound (unless its there already)


*cant wait to get home from work and try this out*

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