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More realistic ships (size)

The general place to discuss MOD''ing Freelancer!

Post Mon Jun 23, 2003 11:21 pm

More realistic ships (size)

ok folks,

you´re making al verry nice superb mods, they are all wonderfull, but have any of you thought about the realistic size of them. Would be time that some would take a handle of it. First som contruktive items at this place. Ok, to all modders in Freelancer Universe, take this info make the best of it, an resize yours ships to the right size. Only a few files to change for it (think mat an sur-files).

here are some size of ships, mods existing for and a link for more infos

http://www.sf-database.de/index.php

you should start from the size of a sabre or eagle, think they´re about 18-25 meters

Babylon 5
----------------------------------------------
whitestar length: 475.6 meters
vorlon planetkiller length: 45 km
Vorlon Star Dreadnaught length: 1,330 meters
Lightning Class Fighter length: 25.5 meters
----------------------------------------------
Startrek
----------------------------------------------
Federation:
Voyager length: 353 meters
Enterprise length: 641 meters
Defiant length: 170 meters

Klingons:
K`Tinga Light Cruiser length: 228 meters
B´Rel Scout length: 109 meters
Vor´Cha Angriffs Kreuzer length: 457 meters
----------------------------------------------
Starwars
----------------------------------------------
A-Wing length: 9,6 meters
B-Wing length: 16,9 meters
X-Wing length: 12,5 meters
Tie Fighter length: 6,3 meters
Tie Interceptor length: 9,6 meters
Sith Infiltrator don´t know
Slave 1 length: 21,5 meters
Y-Wing length: 16,0 meters
Millenium Falcon length: 26,7 meters
Corellian Corvette length: 150 meters

now by the way you should resize it and adjust to more realistic sizes. Since now there isn´t an importer for milksape you have to do it by yuor own, otherwise i would do.

I wish all of you much more fun with resized and more realistic ships.

One more thing you should have an eye on it is, that the new ships shouldn´t be much faster than the ships in Freelancer and they should be vulnarable although. Or all the fun is gone in the game, how nice and funny it might be to fly a new ship.

Don´t be angry about this post, in real life i´m Qualitymanager

Post Tue Jun 24, 2003 12:18 am

The problem we have is that M$ has NOT released info on what program is needed to modify or create the .sur files. So all the current mods out there use precreated .sur files from other ships. Resizing the ships to proper proportions would be difficult taking that into consideration.

Another thing is so far no-one has actually paid attention to the scaling of things when they modded the files, so I haven't even been able to get a solid answer on what scaling system to use for the mods I am working on right now.


Shannon Bentley
AKA LordDrow
AKA Marcus Santistivan in Narfell (Neverwinter Nights Server)
AKA Viperious (Freelancer Servers)
MTS Dev Lead
Freelancer Super-Universe Dev Lead

Post Tue Jun 24, 2003 12:28 am

[No Offense but the whole thought of trying to make them all do that is a little on the brash side.

[There isnt really a realistic size for any ships.(HELLO they are all created from imagination!) And all the ships would be increduously small at that size. and if you meant km then they would be increduously big. Their current sizes are just right. The size of other objects in the game would taunt the ships. Their current sizes reflect their large amounts of cargo, circuitry, and some of the ships are supposed to be like a house for lotsa people. (Think of the Voyager, it had tons of rooms) And you should probably include L+W+H.-man am I stupid.......

***Edit***- Scratch what I just said. Now that I think about it those sizes are quite good. But what are the widths?
M sounds like so little when MOVING. but to the ships I realize its quite real.
_____________________________
Dont mistake Santa for Santa Claus
()xxxxxxx{}:::::::::::::::::::::>

Edited by - Santa on 24-06-2003 01:37:43

Post Tue Jun 24, 2003 12:39 am

Please forgive for how I first responded...... Plllllllllleeeeeeeeeeeeeeeeeeeeease?!

Post Tue Jun 24, 2003 1:03 am

interesting idea - few problems though i think,

apart from the sur files (im hoping we find out about them soon)

youd need the camera in the next system to avoid clipping with some of those.

you be bigger than the planet in some of them

docking something 43 km across could be a tad tricky

try fitting them in trade lanes and jump gates - and forget about asteroid fields


each of these problems could be solveable but the simple fact of the matter is the game was designed to be based around single occupant craft of small size.


how about trying to make a space station pilotable for a laugh?


dr del


armpits to breakfast and loving it

Post Tue Jun 24, 2003 3:28 am

The biggest you can get to fit into trade lanes is the Rhineland battleship or other ships of equal size. I think in comparison to Titans and other ships, its a good scale to pick from. Of course you could make a 2.5 km long battleship but the mount hardpoint will have to be pretty close to the nose of the ship to allow for proper docking which may cause some planetary exit problems. Read: Leave the planet while half of the ship is inside the planet = instant flaming death.

Post Tue Jun 24, 2003 5:03 pm

ok folks,

youre all right by the way, but i think a starflyer might be about 6 or 7 meters in length, an if ya look at the sizes i posted only 1, the vorlon planetkiller has these length of 43 km.

Should be posible to resize these ships like A-Wing, B-Wing an so on to more realistic sizes, let be some of the big like the are, but how funny, a Corellian Corvette is a 1/4 of the Voyager. Not verry nice - that is i think what i really meant.

cya
sincrely yours Crabtree

Post Tue Jun 24, 2003 6:16 pm

Well I myself have never seen babylon-5 but ifits a planetkiller then it should be pretty damn big

_____________________________
Dont mistake Santa for Santa Claus or he'll jingle your bells!

Post Fri Jun 27, 2003 3:02 am

Wait till you see the Balistner levathian class ship. At least 4 times the size of a Rhineland Battleship. A single Liberty cruiser has about the same circumference as one of the engines. Wallows worse than a whale but carries an entire armadas worth of weapons. Only problem is that i can't find the orientations for an upside down side facing turret that works.

Post Fri Jun 27, 2003 5:35 pm

Crabtree:

I agree mate and have given it a lot of thought my self. Fighters are the size of small countries at the moment. Its just not right.

However, like others have said, there are problems with making the ships smaller that cannot be over come just yet.

Though some progress was made on sur files over in the milkshape support forums.

giskard

Post Fri Jun 27, 2003 11:16 pm

hey giskard,

were still trying - the lack of posts isnt indicative of a total lack of progress.

cccp , freespirit and phantomfox are doing sterling work.

and these files are bizzare , we havent looked at the rest of them yet but the eagles ship sur contains 2 sections like the shield sur. and if you delete the shield sur one of them gets used as a default shield sur with no complaints.

they definately seem to have changed the way the files were created during the time they were writeing the game. compare the folder for the eagle and the kusari freighter.

theres still a way to go obviously but fingers crossed this is solveable.


dr del


your wife will never beleive you just "missed" ok?

Post Sat Aug 07, 2004 4:18 pm

I was messing around with this earlier, except with planets. I figure since we couldn't change the ship sizes easily (the sur files, anyway), the best thing would just be to scale up the suns, planets, systems, and cruise speeds. Technically, I was right - if you make things huge, it's much more realistic, makes you feel like a dot moving in orbit like you really would be. Problem is, the game engine goes stupid when you start dealing with really large distances. No matter what I tried, I couldn't get a planet to stay visible when I got over like 300k away from it. When the planet has a radius of 50k and the sun has a radius of 200k (I was compromising.. it should be way bigger) you'd figure you could see both from a long way away. NOPE, wrong, the planet disappeared after a while and there was this odd effect with the sun where a very well defined line marked where the sunlight could be seen. If anybody figures out how to make a system with a scale larger than 500k and keep solar objects visible from very far away, post away!!

Post Sun Aug 08, 2004 12:10 pm

Another thing is the size of the engines:

light fighters have small engines
heavy fighters have medium engines
freighters have large engines

if you look at the trail_effect in the file: DATA\EQUIPMENT\engine_equip.ini

you'll see engine01, engine02, and engine03; those are the sizes

A lot of ship makers overlook this area.

Edited by - McCoy on 8/8/2004 1:11:15 PM

Post Sun Aug 08, 2004 12:55 pm

Guys, the people who started this thread have not seen it in over a year, which means they concluded the matter. This is grave digging.

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