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

The general place to discuss MOD''ing Freelancer!

Post Thu Jul 08, 2004 12:12 pm

Excellent idea. For me, having it just simply to be able to jump to different sstems as you wish would be BRILLIANT!! The Republic Mod will be much better if we get the coding. At the moment my only hope is a series of jumpholes scattered around the systems.
Here's an idea: how about, if you can make the hyperdrive work, make it so that it can only jump a certain distance away, so you can plan out the journeys by having to make several jumps. I know someone's suggested something like this earlier, and I agree totally.
Congratulations for getting so far making this! Keep it up!

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Jul 09, 2004 6:26 am

Well, I reckon that Keymap and Keylist have somthing to do with it, I just re-enabled rolling in cockpit mode, Made a little mod of it, and have just submitted it to TLR (Then realised that sombody made a thread about it somtime last year). Theres an awful lot in there.

I might have more of a poke in those two when Im done perfecting the rolling.

Post Fri Jul 09, 2004 7:47 am

yeah the hyper drive is a good idea i was also thinking of something like that cuz of all the startrek episodes i watched. GOTO WARP..............>poof.

i can help try and code it. lets see......

Post Fri Jul 09, 2004 8:25 am

Has he gone or something? Did he make it work and someone killed him for the info? HAs he gone into hiding?

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Jul 09, 2004 8:28 am

What if you create a zone and make some coding in it so that when you do something in particular, it has the same effect as a jumpgate?

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Jul 09, 2004 11:09 am

I hope my hyperdrive doesn't have the same effect on the freelancer community as my warp mod for A1 did for the armada 1 community.

If it does then I'm never gonna put it online, Hell that was horrible, getting 1000+ emails a day asking how my mod worked and if someone could use it in thier mod.

Anyway it'll be awhile before I can finish the drive, gota finish my GIGA CANNON mod first (sorry its for A2).

Post Fri Jul 09, 2004 1:31 pm

Hey you're here! When will you be able to have a go at it?

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Mon Jul 12, 2004 6:44 pm

lol WOW this mod has grown consideribly! lol. I like the idea of taking the barriers off from the areas inbetween systems. That might just work. Would take sometime to take them all off from all the systems...but its a thought.

The Dagger Mach III <=Warning big picture and long loading time!

Post Mon Jul 12, 2004 6:54 pm

I'll give it a go fellas, sounds a bit complicated but i can do it (theres blind optimism for ya) anyway ive read ur ideas and will try to do it. I'll pot back with a progress report...later

Post Tue Jul 13, 2004 2:24 am

With all these ideas and people trying to do it, we should have a hyperdrive pretty soon....

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Wed Jul 14, 2004 11:49 am

If this works it will be like the other ground breaking things in FL...i cant wait ::starts dancing:: but has anyone played X2...in the game when you jump you need energy crystals to do so. If you can somehow get crystals into the cargo hold and have the hyperdrive use then it will limit how far you can jump. So with the junkest jump engine you have to use 70 crystals to jump 1 system. the best requires 20 to jump one system. So that in essence you can only jump depending on how many crystals you have. and if your cargo hold cant hold that much then you need to fork out the big bucks to get a nice hyperdrive engine...just a thought...

Edited by - ::SpAz:: on 7/14/2004 3:45:22 PM

Post Wed Jul 14, 2004 3:00 pm

We need to make it work first

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Wed Jul 14, 2004 3:17 pm

Ye have no hope


Make your jumpholes then make its docking line be somethign like 60000000000 instead of 240 or whatever its at in the solararch.ini file. Ensure the zone is big enough too (ie massive).

Now make the same for all other systems..
Now make sure that you have enough of them to take you to each system you may want to (could be 5 or 50!)).
Now ensure that there is a asystems shortest path for each one, and shortest illegal paths too etc.
Fiddle if you wish to make it "invisble" by removing whatever coloured attributes it has (like taknig out a ships mat file - this will work if you use jumpgates instead)

Okay - this will work if you don' thave tradelanes.........i think (as it won't cock it up with waypoints on tradelanes)

They have been modded so that they can be docked with from a LONG way away, and travel to many systems (cause you have like 5 of them or something). How to use - nav map - plot course (waypoint will be the right jumpgate selected by the autopilot without you seeing it) and then click "dock"

You should "jump" regardless of where you are in the systems, and arrive at the other side. now - where and how close to this i just do NOT know. However, its an idea. I haven't tried it, but i see no reason why it won't work considerin that it works on statinos and jumpgates etc etc etc. Only danger is the amount of jumpgates/holes you can have in a system, which is why you may have to limit it to only a single system jump possiblity, or double perhaps (ie NY -> Gallileo) (yes, you can use jumpgates instead)

Post Wed Jul 14, 2004 7:26 pm

Why not something engaged through the Navmap on the screen that shows all of the Sirius Systems.

You right click a system you know that's on the immediate vincinity of your current system, then select a new button to engage the hyperdrive there.

by rightclickign a system, you'd get the info you need to know the destination of the jump hole/gate effect.

As to how it works... well if it's possible to engage directly from the navmap and when hyperdrive option is clicked, it would g intantly to Jump the systems then it would be perfect.

Another option is having the sip spawn a temporary jump hole on the ship's exact spot and automatically, instantly engage dock with it.

The idea could hold water. And for the republic mod it would indeed b great.

Post Wed Jul 14, 2004 9:20 pm

lol WOH PEOPLE! This idea was for the TZM Multiplayer Mod (sigh yes im gona go ahead and tell everyone about it ::Rolls Eyes:: ) This is for TZM Multiplayer...but it anyone else wants to use it be my guest

EDIT: BloodRiot That would be good with the jumphole...would involve alot of freaking code though.

Edited by - ::SpAz:: on 7/14/2004 10:25:42 PM

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