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Any one had this problem before?

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Post Thu Jun 19, 2003 4:53 am

Any one had this problem before?

OK I'm having a problem with a few things. I've been working on a new ship to figure the whole process out and I'm stuck with a ship that has no shields, CM, thrusters and tractor beam. I have all the hard points, compared what I have to other ships and can't seem to find whats wrong. I'm using a existing ship and just replacing the model and textures so everything is there but I can't seem to figure out why these things arn't showing up. I have weapons, is the process basically the same with the exception that in the .cmp file they are listed under fixed instead of revolute?

WHY OH WHY WONT IT WORK!!!!

Post Thu Jun 19, 2003 9:12 pm

*bump*

Post Thu Jun 19, 2003 9:34 pm

well did u by anychance add the tractor beam on and shields and stuff in you goods.ini file, and make sure u addon this stuff in shiparch.ini also then u hsould have no prob then again if u still have probs consult you .cmp file

Mess With the Best Die lIke the Rest

Post Sun Jun 22, 2003 12:26 pm

You also must be sure that you declare the tractor beam and the other things you're missing in the shiparch file. On the shields issue, do you have a .3db and .sur file for the shield name you are using in the shield link? It doesn't work if you don't have those files. I have co_elite_shield in the shield link section of shiparch, and in the ship's folder i have co_elite_shield.3db and co_elite_shield.sur. I recommend copying the files from an existing ship of the same class (ie, lf to lf, not vhf to lf) because I don't know what happens if you mix the classes.

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Post Sun Jun 22, 2003 2:57 pm

Question: Do you need to have running lights, head lights, and docking lights and such?
I mean does it not work without them?

_____________________________
Dont mistake Santa for Santa Claus
()xxxxxxx{}:::::::::::::::::::::>

Post Sun Jun 22, 2003 8:49 pm

Kilrae,

I have the same problem as you, and still haven;t find a soluation


Glitch,

I decalred everything in shiparch.ini, and used only addons that already existed. Even my ship exists: it's a ge_armored, made buyable. I can add a ship and a thruster to it at the store, but it won't work in space; actually I only see the shield and thruster when I am at an equip dealer. Very strange, and very annoying to fly without a thruster.

Post Mon Jun 23, 2003 9:40 pm

send me the code and I'll take a look (the code from all the ini files).

(This site is best viewed with your eyes open)

Post Mon Jun 23, 2003 11:13 pm

Glitch wrote: send me the code and I'll take a look (the code from all the ini files).

Is that an offer to me of to Jilrae? If it's to me: thanks!

Unfortunately I removed the codes yesterday (can't stand to have something that ain't working). I just try to restaure it, but now the hardpoints simply won't show up. So the problem has gotten less advanced


If it should indeed be possible, then I will keep trying. Have people actually added shield hardpoints to armored transports and other large ships?

Post Wed Jun 25, 2003 6:17 pm

Yes that was an invitation to you, and yes I believe it is possible to mount shields on the larger ships since people were using the Large Train a while ago and I didn't hear anyone whining about the shields back then.

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Post Wed Jun 25, 2003 8:15 pm

To get the shields to work, make sure you have something like this (extracted from my armored transport mod):

<snip>
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
<snip>

If your thruster isn't working, check the power supply you are using for the ship.

[Power
nickname = vic_armored_power
ids_name = 263713
ids_info = 264713
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 10400
charge_rate = 1240
thrust_capacity = 0 <- 1000 is default
thrust_charge_rate = 0 <- 100 is default
lootable = false

If you have thruster capacity and charge rate test it in the game, if you see the smoke trail from the thruster but it just isn't moving your ship check your engine...

[Engine
nickname = vic_armored_engine
ids_name = 263885
ids_info = 264885
volume = 0.000000
mass = 10
max_force = 240000
linear_drag = 3000 <- compare this to your thrusters force
<snip>

If the engine's linear_drag is too high the stock thrusters simply don't have enough power to move the ship, they were designed to work with a liner_drag of 599 not 3000 You could fix this my redoing the linear_drag or adding more thruster hardpoints, you'd need 5 to get the same result from your thrusters as a fighter does, but then it would burn through your capacity 5 times as fast so be prepared.

If the thrusters still won't work then your hardpoints are screwed up. I think the thrusters, mines and countermeasures all need to use fixed hardpoints and if you're just using running light hardpoints they may have a bad orientation but they should still work, not sure what will happen if you put them on a regular weapon or turret hardpoint.

I just gave the AT enough armor to make the Titan jealous and it's the only ship in the game than can mount a class 10 freighter shield so I figured not having thrusters, mines or countermeasures was a good balance, besides... with 9 turrets it's kind of fun trying to shoot the incoming missiles instead

Post Wed Jun 25, 2003 8:23 pm

Glitch wrote: "and I didn't hear anyone whining about the shields back then "

That's the same reason I thought/think that it should be possible

Well, thanks for the invititaion; too bad I deleted the code. Have been working on other things, but I guess this subject will come up again. I can ofcourse also look in the Large Train Mod (if it's one of the mods featured on LR) to see how they've done it.

Post Wed Jun 25, 2003 8:35 pm

@Santa
You dont need any lights at all. I suspect a model without any HPs would probably work.

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