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Adjusting Ships

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 27, 2004 11:31 pm

Adjusting Ships

Is there a way to adjust ships?
And I mean to make it so that a Rhino is capable of getting like class 6 turrets.
Is there a way to adjust this is a simple way lso that I can understand?

Post Wed Apr 28, 2004 12:14 am

The easiest way to edit your ship and allot of other goodies if you don't know how to edit the files is to use the

IONCROSS Freelancer Server Operator mk.III.1 by JoeBoomz for Multiplayer games...

For Singleplayer games use the
IONCROSS Freelancer Character Editor mk.V by JoeBoomz

These two programs edit your saved game files...
For Multiplayer games you will have to be running your own server of coarse because the server keeps the saved characters files...
You can run a server on your computer by running the flserver.exe program that comes on the Freelancer disk and installs when you install Freelancer if you didn't already know that.
Then when you start a Multiplayer game click on LAN instead of Internet and your LAN will show up on the server list...Even if you only have one computer you can still do this...

Post Wed Apr 28, 2004 12:14 am

Real easy. First get Freelancer SDK from the EOA forum below this one. Load that on your computer. Then open up your FL/DATA/SHIPS folder and find the file called shiparch.ini. Find this section:
[Ship
ids_name = 237035
ids_info = 66573
ids_info1 = 66574
ids_info2 = 66608
ids_info3 = 66575
ship_class = 2
nickname = li_freighter
LODranges = 0, 80, 120, 200, 300, 1200
msg_id_prefix = gcs_refer_shiparch_Libf
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\liberty\li_freighter\li_freighter.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_freighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 12
shield_battery_limit = 12
mass = 300.000000
linear_drag = 1.000000
hold_size = 80
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 100
max_bank_angle = 15
camera_offset = 8, 45
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1600
explosion_arch = explosion_li_freighter
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
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = l_freighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_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_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05

steering_torque = 54000.000000, 54000.000000, 104000.000000
angular_drag = 60000.000000, 60000.000000, 60000.000000
rotation_inertia = 16800.000000, 16800.000000, 16800.000000

Note the lines in bold. You need to change that section to include the lines in bold below:

hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05

hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05

See how that worked? You now have 5 turret hard points that can mount class 1-6 turrets. You can probably see for yourself how to adjust your shields and weapons. Good luck.

Post Wed Apr 28, 2004 12:20 am

or.....yeah, if you want to save yourself time and trouble do what bakedpotato said.

Post Wed Apr 28, 2004 12:53 am

Okey it works !!!
Thanx lot

Post Sun Nov 21, 2004 12:04 am

I tried to add higher weapon class to the anibus "ids_name = 237041" but when I go into the game it's as if nothing was changed, I did what it says too... I added up from hp_type = hp_gun_special_6 to hp_type = hp_gun_special_10 same with the turrets, but no effect, is it possible to raise the class of the Anibus ship's weapons to 10? thanks!

Post Sun Nov 21, 2004 2:06 am

Did you actually try to mount said weapons on the ship? If you made the changes outlined here, the ship will be changed, but the infocard will still say "Max Weapon Class: 6". You'll just have to remember that it's not true.

Post Sun Nov 21, 2004 5:25 am

sorry, but i really don't get what u all typed there, i can't find a thing either, i downloaded the Single player typ, and now iam stuck, because, the only thing i want to make is that i can buy a Transport ship , but it's too complicated!!

Post Wed Dec 01, 2004 8:54 am

I have changed the Anubis so it has stats:

Gun\Turret = 8\3
Opt. Weapon Class = 8
Max. Weapon Class = 10
Add. equip = M\CM\3xTorpedo/Disruptor
Max Shield Class = 10
Cargo Space = 160
Armor = 14300

I now want to change the generator, because the old one doesn´t have enough Energy to fire longer than 4 Seconds.
Do you know, where the generator is Set?

Post Wed Dec 01, 2004 9:19 am

misc_equip.ini contains the information about the power plant used by the ships

Oh and... btw... as soon as I've gotten the Custom Weapons tut. done (and Harrier has told me that it works correctly and is understandable)... I think I'm going to take a shot at showing people how to build new ship mods using XML and FLMM... I have studied Mephistopheles's code for the Promethius mod (which was very slick, Meph., and I'll thank you for giving me something to borrow from) and made some very serious progress towards implementing a new ship with custom Infocards very, very easy (which is good, because the "old-skool" way was driving me nuts lol).

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