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Add the CSV - Junker/Hogosha ship

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 02, 2003 9:03 am

Add the CSV - Junker/Hogosha ship

Add you favorite Junker ship...the Combat Service Vehicle (CSV).

- The cargo hold has been decreased from 1,000,000 to 40
- The flight characteristics are modled after the Defender
- I would suggest a low price to make it attractive to those just starting out
- Makes for a good upgrade from the Starflier, for those who don't want a freighter
- All around fun to fly an NPC ship

Files you will need to modify:
- SHIPS/shiparch.ini
- EQUIPMENT/goods.ini
- EQUIPMENT/market_ships.ini


In SHIPS/shiparch.ini replace:

[Ship
ids_name = 237023
ids_info = 66551
nickname = ge_csv
LODranges = 0, 60, 150, 250, 800, 1000
msg_id_prefix = gcs_refer_shiparch_support
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\utility\csv\csv.cmp
material_library = ships\utility\utility_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 150.000000
hold_size = 1000000
fuse = intermed_damage_smallship02, 0.000000, 475
fuse = intermed_damage_smallship03, 0.000000, 238
hit_pts = 1900
explosion_arch = shatter_elite
shield_link = csv_shield01, HpMount, HpShield01
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 = 33000.000000, 33000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
bay_door_anim = Sc_open door
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpRadar01
HP_bay_external = HpRunningLight01
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1

with:

[Ship
ids_name = 237023
ids_info = 66551
nickname = ge_csv
LODranges = 0, 60, 150, 250, 800, 1000
msg_id_prefix = gcs_refer_shiparch_support
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\utility\csv\csv.cmp
material_library = ships\utility\utility_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_fighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 26
shield_battery_limit = 26
linear_drag = 1.000000
mass = 150.000000
hold_size = 40
fuse = intermed_damage_smallship02, 0.000000, 475
fuse = intermed_damage_smallship03, 0.000000, 238
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1900
explosion_arch = shatter_elite
shield_link = csv_shield01, HpMount, HpShield01
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 = 33000.000000, 33000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open door
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpRadar01
HP_bay_external = HpRunningLight01
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
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_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

In EQUIPMENT/goods.ini add:

[Good
nickname = csv_hull
category = shiphull
ship = ge_csv
price = 5500
ids_name = 237023
item_icon = Equipment\models\commodities\nn_icons\contraband.3db

[Good
nickname = csv_package
category = ship
hull = csv_hull
addon = ge_le_engine_01, internal, 1
addon = li_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

In EQUIPMENT/market_ships.ini:

Add the folowing line at the end of the [BaseGood group for Li01_02_base:

marketgood = csv_package, 0, -1, 1, 1, 0, 1, 1

This will make the ship "buyable" at Pittsburgh.

As always, please post any errors you find with this.

I'd better be lookin' at a fat retirement with this deal...

Edited by - shank on 03-04-2003 04:51:27

Post Wed Apr 02, 2003 11:04 am

I always thought it looked pretty sweet, I shall enjoy putting it in and buzzing around - Thanks

Post Wed Apr 02, 2003 2:40 pm

can you upload it to somewhere?

Post Wed Apr 02, 2003 6:29 pm

the ship doesnt show up anywhere and its got no ship at pittsburgh

Post Wed Apr 02, 2003 9:09 pm

Wouldn't it make more sense to sell it at a Junker Base.

Post Wed Apr 02, 2003 11:31 pm

...yeah, probably does make more sense to sell it at a Junker base.

Post Wed Apr 02, 2003 11:57 pm

Can you please help me??? I want one of those cargo trains for sell at that same planet. Can some one help me with it. I heard it will hold 1,000,000 cargo...

Post Thu Apr 03, 2003 12:12 am

Hi Shank!
I'm rewriting your mod for IGx89's FLMM. It'll be redy in a few minutes.

Post Thu Apr 03, 2003 1:16 am

Shank, why did you leave the hold size at 1,000,000? You should have changed it to preserve balance. Anyway, have you seen the ship?! It might hold 100 cargo, max. I have no idea why the devs used that number.

-Wheatevo

Post Thu Apr 03, 2003 1:25 am

No problem Wheatevo! He just forgot that!

I've managed to make a FLMM Script for this mod. Now you can just activate and deactivate it by clicking. ;-) BTW it's compatible with other mods.

I just need some space to upload the zip. Could somebody please help me with that?

Post Thu Apr 03, 2003 3:50 am

...what he said. This ship has no business with 1,000,000 cargo. I meant to change that to 40 or so. Oops! Glad somebody caught the mistake. Changed the original post to reflect a 40 cargo size. Others can change it if they feel like 40 is to small, but the ship looks larger than it actually is. ...at least when the NPC's are flying it.

Thanks Colonel Chris for making the FLMM pkg. I don't use this yet, since my group/server is still into being a "purist" about the game. I'll look for that script in a few weeks when we start adding mods to our server.

I'd better be lookin' at a fat retirement with this deal...

Edited by - shank on 03-04-2003 04:56:48

Post Thu Apr 03, 2003 8:20 am

just a quick question, I implemented your code yesterday, changed the cargo size aswel, but i was wondering the following; can I add

ids_info1 = #
ids_info2 = #
ids_info3 = #
to
ids_name = 237023
ids_info = 66551

to add proper infocards... I suppose so, but I just thought I'dd ask...

Post Thu Apr 03, 2003 1:56 pm

Now these infocards just don't exist. You need to write them yourself. I haven't tried that so far because this is a less important problem.

BUT they can be written. There are some threads about that topic in this forum.

Post Fri Apr 04, 2003 8:07 am

I know I have to write them myself, but I'd like to do so for accuracy's sake...

thanks though,... I'll go and try tonight

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