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Hyperdrive Data Compling...time to make a Hyperdrive...

The general place to discuss MOD''ing Freelancer!

Post Wed Sep 29, 2004 11:36 am

its clever but not really what I would define as a hyperdrive as u have to be kicked and then reconnect.

Post Wed Sep 29, 2004 11:58 am

Interesting.
I think the TRM hyperdrive would work slightly better as far as cheaters are concerned.

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Wed Sep 29, 2004 12:46 pm

Well that would depend on the implementation of course.

If you make the commodities very expensive, then people will be less likely to abuse them. Since it is a commodity you can set a high rep requirement to purchase it.

You also need to make them decay, otherwise someone could launch and if they are fast enough they might be able to eject the commodity before the server kicks them. Someone nearby might then be able to pick it up and use it too.

You also need to worry about people hacking their game files so that mineable areas or wrecks that drop teleport items and such.... you could actually set up small areas that do that on purpose. Once you pick one up all you have to do is F1-reselect and then the server would detect the loot.

There are a lot of things you can do with this same general idea.

This is also basically how we implemented ship upgrades so that you have to have a good rep with a particular faction in order to purchase them.

Buy the upgrade, and then the server kicks you and changes your ship (also works for engines, powerplants, shields, scanners, etc). By making it a commodity, you can control who can buy the upgrade since ships dont check your rep. You could use this to get around the 3 ship limit on bases too.

You could use this method to get to systems that are otherwise inaccessible via jumpholes/gates too.

Lots of possibilities there.

Now that I think about it, there might be one other way of using commodities to jump, but I'm not going to get into that right now.

Post Wed Sep 29, 2004 1:43 pm

The TRM hyperdrive uses a dfferent system. I'd rather not share this, because we would rather the hyperdrive is specific to TRM and one or two other mods who ask for it, but aren't our rivals.

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Sat Oct 02, 2004 2:41 pm

in TRM, will the hyperdrive be SP only or what?

Post Sat Oct 02, 2004 4:05 pm

Whilst there is a 10% (if that) chance of getting a proper hyperdrive only in SP, the chances are that the SP and MP releases will both use the same type of hyperdrive, which isn't as good as the SP only one.

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Sun Oct 03, 2004 12:07 am

hm, yeah i could easily think of a way making a drive in storymode, i made one more or less similar to that.

but multiplayer...heh

Post Wed Oct 20, 2004 9:51 am

this may be defeating the entire purpose of the wqarping to another system thing but have an idea.
Wouldnt it be a hell of a lot easier if you just made something that would telelport you to the nearest jumphole of jumpgate? i mean, in the game engine there is a graphic for cloaking, which would be cool if yu set a key binding to warping to a hole, select the hole or gate, and pressed the button? as for MP abuse, make a new faction, called the Admins or some such thing, and only select people could get good rep with them. By not giving them a base or perhaps a base in a a system that only can be reached by the IONCROSS MP operator and then be purchased and then move back by the IONCROSS thing?
if this is not possible, feel free to delete this. But it just might be worth checking into

Don't run from the sniper, you'll just die tired

Post Sun Jan 30, 2005 6:34 am

Well, now since there had been some success in making this "hyperdrive", I would lie to make something like that.

For the "Sol" Mod, I will have about 12 "sectors" (technically systems), between each you can jump to most of the others. I will place navigation satellites that story-wise always get the recent data of planet's positions etc. so you need to select them, and hit dock, and jump (cuz the sat. sent you destination data).

The problem is, the ship tries to approach the satellite like a jumpgate (I built in MountA, PointA01 and PointA02 as a jumpgate and hole has and set the docking sphere). If I set the 2 points similar to a gate, the ship flies to them as you are used to, and then jumps. However, I want you to have instant jump from pretty much anywhere as long as you have the satellite marked. Removing the Points did not help (I thought the ship would just use the MountA and the dockingsphere, which I set pretty large).

In other words, what other possibilities are there? For example, there was talk about some kind of "jump weapon" that required data from a selected gate, that could do it as well...

Post Sun Jan 30, 2005 10:18 am

Try making the area around the satatle bigger, I know of a mod that jumps you with you are 2K from the Jumpgate.

As for the hyperdrive, Id like credit for getting everyone really thinking of the Hyperdrive

Post Sun Jan 30, 2005 11:05 am

You tried having multiple mount points radiating around it? Ie - same as the first ones, but different orientation? After all, stations do this - have many different dock points - so whats to say only one is allowed per jump object?

Edited by - Chips on 1/30/2005 11:05:45 AM

Post Sun Jan 30, 2005 12:45 pm

Do you suggest to make thousands of DockingPoints?

Actually, I know you can make several docking mounts/points, but that doesn't help my problem.

Post Wed Feb 16, 2005 11:10 am

Finally, I came as close as having an area of about up to 1k away from the satellite from where you can directly jump. Weirdly, it doesn't seem to matter if I make the docking sphere 2k, 5k, 10k or 100k large, the ship still flys towards it until it is a bit less than 1k away.

Post Wed Feb 16, 2005 11:24 am

Then how about a very big jump point (say 250k radius) with no mat and phantom physics? In theory we have instant jump to the 'hyperspace' system and continue from there...

Post Wed Feb 16, 2005 11:39 am

I don't think that would work (doesn't mean I might not try), since as far as I know, the game handels things like that from certain points. I.e. it does not matter how large you build the model, in the end the hardpoints matter. If you move the hardpoints of a jumpgate for example 500 to the top, you will fly above the gate and jump there, ahve all the FX there etc.

On the other hand, when you are inside an object the distance counts 0, so maybe the game would think you are at the distance 0 and could jump (which would however interfere with above paragraph, hmm...).

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