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Cruiser Cruise flame size?

The general place to discuss MOD''ing Freelancer!

Post Thu Jul 17, 2003 11:26 pm

Cruiser Cruise flame size?

Well, I've lately gotten into modding the game a little bit, and have successfully given myself a liberty cruiser with built-in turret guns and working (albiet modified) main cannons.

The only problem is this one aesthetic thing. I've noticed that the flame from the cruise engine is slightly smaller than the flame from normal burn at full thrust.

So, is there a way to fix this so I can see a visual difference between cruise speed and normal thrust?

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Well, as long as I'm posting, I might as well state a couple other problems I have...
1) Is there a way to lower the 'jittery' animation when guns hit unshielded hull? Drails should not make the thing rattle so much.

2) My hold_size does not seem to affect how much cargo space I have - it's always at 0, meaning I can't tractor in anything.

3) Since I haven't put shields on my ship, I set the shield_battery_limit to 0. I can tell this works because I can't buy any shields, but when I buy the ship, shield batteries are somehow transfered over. Normally when you have, say, 16 shield batteries, and the ship you're buying has a max of 14, then you see 2 batteries can not be carried over. Is this a problem because of the limit being 0? (Actually, I should try setting it to 1 and see what happens, actually. Silly me.)

4) I replaced all moor_medium in solararch.ini to jump, and it works fine (docking and cutting to the deck.) The only problem is that stations don't have a "to jump" in their 'request granted' speech. (I hear "Roger, your request , is granted. Please proceed , 4." Is there a way to make it so that when you 'jump' with a station, it still gives you the 'to moor'? (Jump as opposed to "to moor" or "to dock".)

Uhh... that looks like more than a couple minor problems...

Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING[!

Post Fri Jul 18, 2003 4:19 am

Check the setting on the engines for the flame effects, if you're using the original ge_lc_engine_01 you'll be missing a bunch of effects and sounds. Compare it to one of the normally flyable ships and fill in everything you see missing, just make sure you leave the flame set where it's at. I want to say you're missing the trail_effect, but don't quote me on that

For the hold size, does the cargo meeter show that your hold is full even when you have nothing in there? If so check the stats for all of the weapons and equipment you mounted on the cruiser, all of the capital ship stuff has a volume, you need to change them all so it's volume = 0.

Yeah, try the limit of 1 for the batteries, that's what I had to do, what a pain

And I have no idea how to reduce the visible shake when the hull gets hit, but it certainly is annoying, makes the stars look all goofey

And nope, no idea on the communications either, I guess I've just gotten used to it. There are some ini files in with all of the sound files that have some info on the "spliced" communications, that might be a good place to start but I haven't done anything there myself.

Hmm, that wasn't very helpful, I hope the first two help you anyway

Post Fri Jul 18, 2003 5:29 am

Thanks a lot. Both things work much better now .

Hmm... btw, does anybody know which cruise engine effect to use to get the ones from transports?

Also, can you point me to the .ini file which has the sound splice listings?

Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING[!

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