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Ship weight problem

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Post Wed Jun 02, 2004 10:21 am

Ship weight problem

Hi,

I have a problem with a battleship im flying, it can be span around easliy by any ship although the mas is 100000. Any ideas on how to fix this?

Post Wed Jun 02, 2004 10:59 am

Its due to the fact that the mass is based around one point i personally think (like the center of the model, or possibly the hpmount or something), and so the ONLY way to stop this is to make the ship smaller. Its like a big pivot, the longer the arm for pushing on compared to the weight arm, the easier to lift. Hence, the longer the ship, the easier to spin.............

I have whopped that mass to around 1000000 and was still spinning a treat.

Post Wed Jun 02, 2004 12:21 pm

Hmm, it seems worse than that.. i've tried bumping a AI battleship in a starflier and it has no effect, but if someone dose the same on mine the ship spins like mad.. no matter which part of the ship either.

Here's the stats for turning, mass ect.. just in case it's any help.

mass = 100000.000000
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000.000000

Edited by - Rite on 6/2/2004 1:30:16 PM

Post Wed Jun 02, 2004 9:21 pm

I messed around with BS agility settings to prevent spinning like, hmmm over half a year ago from my "playground mod" where i just tried out everything, threw 100 different things into a mod just to seee if and how they work. currently i would do it in a different way but back then it worked.

battleships are hard as a rock when u ram them.

mass = 100000.000000
steering_torque = 20000000000, 20000000000, 20000000000
angular_drag = 640000000000, 640000000000, 640000000000
rotation_inertia = 1600000000, 3200000000, 3200000000

the key is that the rotation_inertia is small compared to angular_drag. this means that the ship will spin, but it will stop spinning so fast that u wont even notice it.
i will mess around with these when i get to include BSs in excelcia.

Fjord

---------------------------------
Excelcia Mod Leading Developer

Post Wed Jun 02, 2004 10:58 pm

Its the TYPE = CAPITAL that stops the NPC's spinning methinks

Post Thu Jun 03, 2004 12:09 am

didnt that mess up up/down controls for player ships?
i had type = FREIGHTER back then and with the settings above it was solid as a rock.

---------------------------------
Excelcia Mod Leading Developer

Post Thu Jun 03, 2004 3:55 am

Nice one LordFjord and Chips, i'll try that.. thanx.

Post Thu Jun 03, 2004 6:28 pm

Hmm... If I am thinking correctly, which im probably not, but what the heck, eh?

I think the MASS = 100000.000000 is a determination of how much damage is dealt to your armor when you ram an object(ship\station\stationary object) if you have no shields.

For ships, if your mass is less than their's, ramming their ship would cause damage to your hull armor if you had no shields. for stationary objects, i think it determins the 'amount' of damage dealt to your ships hull armor if you had no shields.

Or, the mass field may only be for how long it takes for your ship to speed up to peak velocity defined by the angular_velocity field when you 'bounce' off of the rammed object.

OR, it could be how long it takes your ship to speed up to max velocity with full throttle.

OR, Mass could be how long it takes your ship to come to a STOP when you are moving and you cut your engines(drifting drag basicaly).

OR, Mass could be the determining factor in how much your ship will VIBRATE\SHAKE when you are struck with a weapon with no shields.

Its something along those lines but these r good ideas.

.-~={ BUDDY WEISER }=~-.
'~=-{^v^/XxX/XxX/^v^}-=~'

Edited by - BuddyWeiser on 6/3/2004 7:30:01 PM

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