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adding engines

The general place to discuss MOD''ing Freelancer!

Post Wed Jun 30, 2004 8:34 am

adding engines

I apologize for this, I'm sure it's been answered before but I can't seem to find it, I know there is a thread that mentioned that a ship in a mod has two engines thereby making it's non-cruise speed twice as fast as a regular ship, I'm wanting to try to do that to the eagle ship...any help would be appreciated

There's always free cheese in a mousetrap

Post Wed Jun 30, 2004 9:35 am

It is out there somewhere, and the simplest way invloves opening the cmp file with utf_edit and adding a new hardpoint named Hp/Fixed/Hp_Engine02 and then adding the engine into the loadout of the ship

Post Wed Jun 30, 2004 3:16 pm

ok, at the risk of sounding stupid, what file do I find the loadout in?

EDIT: oh and why is it that when I try to download UTF Edit I get kicked to the "FreelancerMisc.Database.xls" download page??

There's always free cheese in a mousetrap

Edited by - braunsunstar on 6/30/2004 4:36:42 PM

Post Wed Jun 30, 2004 3:45 pm

Ok, first off, do NOT go into any UTF program, it's NOT needed. All you have to do is open up data/equipment/goods.ini then find the ship you want...i think the Eagle is gf6_package...then find the line "addon = ge_gf6_engine_01, internal, 1"
copy that line, and paste it back in right under it. Then change the ge_gf6_engine_01 to ge_gf6_engine02

Those hardpoints that pSYCHO referred to are for the flame effects, NOT the actual engines.


Baene





Edited by - baene on 6/30/2004 4:50:39 PM

Post Wed Jun 30, 2004 3:50 pm

tried that, didn't make any difference

Post Wed Jun 30, 2004 3:52 pm

I goofed and told you to just copy the line...what you need to do is look at my previous message again, i fixed it. Change the engine_01 to engine_02 on the copy you make and it'll work.

Baene

Post Wed Jun 30, 2004 3:56 pm

ok, and do you know by chance what the sabre's ID is in the goods.ini?

tried it on bwe2_package (which the excel database says it should be) and it doesn't have any effect at all

Edited by - braunsunstar on 6/30/2004 5:07:38 PM

Post Wed Jun 30, 2004 5:59 pm

hey duders,

this thread may be of use ;

ooo click me! , click me!!

basically if i were you id just make a new engine that goes twice as fast and replace the one in the existing package with it .


dr del


If the EU were any more stupid, he'd have to be watered twice a week

Post Wed Jun 30, 2004 6:09 pm

You can do it the easy way by changing the max_force =
The default is 48000 for all engines, so if you increase the max_force =
you go like lickety split....

You want to edit the DATA\EQUIPMENT\engine_equip.ini
file and for the eagle look for
nickname = ge_gf6_engine_01

[Engine
nickname = ge_gf6_engine_01
ids_name = 263676
ids_info = 264676
volume = 0.000000
mass = 10
max_force = 180000 ;Increase the amount of max_force = xxxxxx
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_li_smallengine01_fire
trail_effect = gf_li_smallengine01_trail
trail_effect_player = gf_li_smallengine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_ci_freighter_start
character_loop_sound = engine_ci_freighter_loop
character_pitch_range = -30, 40
rumble_sound = rumble_cruiser
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_ci_freighter_kill
cruise_start_sound = engine_ci_cruise_start
cruise_loop_sound = engine_ci_cruise_loop
cruise_stop_sound = engine_ci_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180

Post Wed Jun 30, 2004 6:55 pm

ok so I know it's been discussed, but where do you kick up the cruise speed at cause with a force of 180000 your thruster speed is 300

Post Thu Jul 01, 2004 2:37 pm

not sure what ur askin, but if it helps, all "max_force" is 600 times the speed you want it to be.

StarSeeker//\ International Pirate
\////
\//
\/

Post Thu Jul 01, 2004 5:45 pm

how do you set the cruise speed higher? I've got the regular speed up to almost a lot faster than what I want it but the cruise speed would be nice if it were quicker.....

Post Thu Jul 01, 2004 11:59 pm

constants.ini

CRUISE_SPEED = ... <- whatever u prefer

this is global for all ships -> all ships will cruise at this speed.
you can mount 2 or more engines on a ship to increase this (double, triple, ...) but that will mess up enginekill. as Chips said: you go ZZooooooommmm

you "might" get problems if u set it very high - autopiloting in asteroid fields (badlands) would be such a thing. one word: pinball

Fjord

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

Post Fri Jul 02, 2004 12:56 am

What LordFjord said is correct for cruise speed but you have to add that line in
DATA\constants.ini

[Constants
COLLISION_DAMAGE_FACTOR = 0.500000
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5
MAX_PLAYER_AMMO = 9999

[EngineEquipConsts
CRUISE_DISRUPT_TIME = 5
MAX_DELTA_FX_THROTTLE = 0.250000
THROTTLE_STEADY_TIME = 0.500000
THROTTLE_ATTEN_MOD_RANGE = 8.000000
DELTA_THROTTLE_ATTEN_MOD_CHANGING = 8.000000
DELTA_THROTTLE_ATTEN_MOD_STEADY = -1.000000
CRUISE_STEADY_TIME = 2.000000
DELTA_CRUISE_ATTEN_MOD_STEADY = -1.000000
CRUISE_ATTEN_MOD_RANGE = 8.000000
CRUISING_SPEED = 2500 ;ADD THIS LINE

[ShieldEquipConsts
HULL_DAMAGE_FACTOR = 0.500000

[PhySysConsts
MATERIAL_FRICTION = 0.100000
MATERIAL_ELASTICITY = 0.900000
DEFAULT_LINEAR_DAMPING = 0.500000
DEFAULT_ANGULAR_DAMPING = 0.200000, 0.200000, 0.200000

[CommConsts
COMM_PLAYER_FAR_DIST = 6000.000000
COMM_PLAYER_FAR_DIST_ATTEN = 0.000000
CHATTER_MAX_DIST = 3500.000000
CHATTER_MAX_DIST_ATTEN = -16.000000
CHATTER_START_ATTEN = -2.000000
COMM_CONFLICT_PRIORITY_CUTOFF = -3
WALLA_MAX_DIST = 3500.000000
WALLA_MAX_DIST_ATTEN = -24.000000
WALLA_START_ATTEN = -8.000000
WALLA_PRIORITY_CUTOFF = -3

[AsteroidConsts
MAX_ASTEROID_LOOT_DAMAGE = 20000.000000
MAX_LOOT_PER_ASTEROID = 3

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