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Adding TUrret Hardpoints to Train

The general place to discuss MOD''ing Freelancer!

Post Tue Jun 10, 2003 1:39 am

Adding TUrret Hardpoints to Train

Ok, i cant seem to get the correct hardpoints onto my Train.

I was wondering what i have to do to get lvl 10 Turret Hard points
If anyone could help i would greatly appreciat it.

So far i have

shiparch.ini

[Ship
ids_name = 237056
ids_info = 66610
nickname = ge_large_train
LODranges = 0, 300, 450, 750, 950, 4500
msg_id_prefix = gcs_refer_shiparch_ctransport
mission_property = can_use_med_moors
type = TRANSPORT
DA_archetype = ships\utility\freight_train\freight_trainx3.3db
material_library = ships\utility\utility_misc.mat
material_library = fx\envmapbasic.mat
cockpit = cockpits\rheinland\r_freighter.ini
camera_offset = 30,144
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
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 1000.000000
hold_size = 100000
explosion_arch = explosion_cap_ship1
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
hp_type = hp_turret, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04, HpCargo05, HpCargo06
steering_torque = 190000.000000, 190000.000000, 90000.000000
angular_drag = 900000.000000, 900000.000000, 900000.000000
rotation_inertia = 600000.000000, 600000.000000, 600000.000000
nudge_force = 150000.000000
HP_bay_surface = HpCargo01
HP_bay_external = HpCargo02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
hit_pts = 400000


loadouts.ini

[Loadout
nickname = ge_large_train
archetype = ge_large_train
equip = li_gun01_mark05, HpWeapon01
equip = li_gun01_mark05, HpWeapon02
equip = li_gun01_mark05, HpWeapon03
equip = li_gun01_mark05, HpWeapon04
equip = li_gun01_mark05, HpWeapon05
equip = li_turret01_mark01, HpTurret01
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallGreen, HpRunningLight01
equip = SlowSmallGreen, HpRunningLight02
equip = SlowSmallGreen, HpRunningLight03
equip = SlowSmallGreen, HpRunningLight04
equip = SlowSmallGreen, HpRunningLight05
equip = SlowSmallGreen, HpRunningLight06
equip = SlowSmallGreen, HpRunningLight07
equip = SlowSmallGreen, HpRunningLight08
equip = SlowSmallGreen, HpRunningLight09
equip = SlowSmallGreen, HpRunningLight10
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

goods.ini

[Good
nickname = MyShip
category = shiphull
ship = ge_large_train
price = 10
ids_name = 237056
item_icon = Equipment\models\commodities\nn_icons\machines.3db

[Good
nickname = My_Package
category = ship
hull = MyShip
addon = ge_s_scanner_02
addon = ge_gf1_engine_01, internal, 1
addon = bw_freighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark04_fr, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallWhite, HpRunningLight01, 1
addon = SlowSmallWhite, HpRunningLight02, 1
addon = SlowSmallWhite, HpRunningLight03, 1
addon = SlowSmallWhite, HpRunningLight04, 1
addon = SlowSmallWhite, HpRunningLight05, 1
addon = SlowSmallWhite, HpRunningLight06, 1
addon = SlowSmallWhite, HpRunningLight07, 1
addon = SlowSmallWhite, HpRunningLight08, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
addon = Consumer_2
addon = Consumer_2
addon = Consumer_2
addon = Consumer_2


And i still dont know whats wrong can one of you please help me? Thanks in advance.

Post Tue Jun 10, 2003 2:42 am

well first of all open up the .cmp for the train and look at the hardpoints there and then u need to add weapon stuff to ur shiparch refernece from other ships, when im done with mine im doing it now illsend u the onfo

Mess With the Best Die lIke the Rest

Post Tue Jun 10, 2003 3:54 am

Ok, you're very close

In the shiparch.ini archtype change the line:

hp_type = hp_turret, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06

to this:

hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06

That will let you mount ONLY class 10 turrets, if you want to be able to mount other turrets you need to copy that line 9 more times and change "special_10" on each line so you have 1 thru 10.

The loadout you have can be removed, loadouts are only used for AI ships. Your package needs to have the weapons added. The easiest way to do this for the train is to go back to loadouts.ini and find one of the train loadouts, copy all of it's "equip =" lines and paste then into goods.ini where you have your package, overwrite all of your existing "addon = " lines. Then, go back and replace "equip =" with "addon =" in your package. That will ensure that you have a big enough engine to get the ship to turn, running lights, and the stock train turrets. If you want the cargopods too, you can add them with these lines:

addon = cargopod_drab, hpcargo01
addon = cargopod_drab, hpcargo02
addon = cargopod_drab, hpcargo03
addon = cargopod_drab, hpcargo04

Hope that helps.

Edit: Forgot to add one more thing...

DA_archetype = ships\utility\freight_train\freight_trainx3.3db

you might want to try using "freight_trainx2.cmp" instead, the x3 and x4 versions are huge and you'll have to move the chase camera and turret camera back quite a bit to see the whole ship in the game.

If you really want to keep the larger model, add more cargo pods too, the x3 adds hpcargo05 and 06 while the x4 adds 05, 06, 07 and 08.

Edited by - Victor on 10-06-2003 04:59:13

Post Tue Jun 10, 2003 4:15 am

If you add any weapons or shields to the package, make sure they're sold at any bases you sellthe ship on. I noticed some kicks related to this, only in re-purchasing instances, with the new patch.

Post Tue Jun 10, 2003 7:25 am

Wow, thanks guys you helped a lot and now my ship is working and running thankyou very much. Also i have one more problem.. Somehow the steering is very messed up and sometimes when i move the mouse up the ship goes down and its all inverted...is there anyway to fix this?

Post Tue Jun 10, 2003 5:23 pm

Get into the cockpit view, the thing rolls around like a hog in fresh mud when you fly in the external view.

Or, alternatively, you can try changing these lines in the shiparch.ini:

steering_torque = 190000.000000, 190000.000000, 90000.000000
angular_drag = 900000.000000, 900000.000000, 900000.000000
rotation_inertia = 600000.000000, 600000.000000, 600000.000000

The last number in each row is the roll of the ship, if you increase the drag it will help somewhat, just add another zero before the decimal point. It'll still fly all screwy from the external view though, everything's perfect when you're at the cockpit view though.

Post Tue Jun 10, 2003 7:41 pm

Ok thanks i didnt knw that piloting a ship from the external veiw made it do that. Thanks again Victor.

Post Wed Jun 11, 2003 8:06 am

For the rolling problem in external view, solve with this line in the shiparch
type = FREIGHTER
Replace the existing type with that.

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