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(Help) Custom Ship mods
The general place to discuss MOD''ing Freelancer!
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Ok.... Does anyone know of a Battleship, or any Large warship type ships that i can download. I looked through the section on this site, but i dont want anything wierd looking, or colours that make me think im on drugs, I jus want a nice looking warship. something like the Liberty warships, that kinda design. can anyone help me?
The The TCS Vesuvius is a large one, though I recomend you mod its abilities a little as it is slow moving and very slow in the turns.
Your welcome.
In the shiparch, you can mod it to change the handeling of it. The below will make it a bit more handelable and if you mod the Mass down a bit, the speed part will increase.
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
In the shiparch, you can mod it to change the handeling of it. The below will make it a bit more handelable and if you mod the Mass down a bit, the speed part will increase.
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
Look in the programs/microsoft games/freelancer/data folder then find the ships/shiparch file and click to open with wordpad. Scroll all the way down as I believe it should be the last ship listed. Look through it till you find the entry.
All this presumes the files are decoded. If they are scrambled, deactivate the mod and download and install the SDK1.3 file then reactivate the mod. The data will then be decoded.
Sample of a ship file-
[Ship
ids_name= 523947
ids_info= 459864
ids_info1= 459865
ids_info2= 459866
ids_info3= 459867
ship_class= 3
nickname = Enterprise
msg_id_prefix = gcs_refer_shiparch_Kuslf
mission_property = can_use_berths
LODranges = 0, 999999
type = FIGHTER
DA_archetype = ships\Enterprise\Enterprise.cmp
material_library = ships\Enterprise\Enterprise.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\enterprise.ini
pilot_mesh = generic_pilot
nanobot_limit = 90
shield_battery_limit = 90
mass = 200.000000
linear_drag = 1.000000
hold_size = 500
fuse = intermed_damage_smallship02, 0.000000, 700
fuse = intermed_damage_smallship03, 0.000000, 350
Also look through the turturl forum for ideas, tools and the SDK file. They help to mod a lot of things.
Edited by - Finalday on 9/6/2004 5:40:27 PM
All this presumes the files are decoded. If they are scrambled, deactivate the mod and download and install the SDK1.3 file then reactivate the mod. The data will then be decoded.
Sample of a ship file-
[Ship
ids_name= 523947
ids_info= 459864
ids_info1= 459865
ids_info2= 459866
ids_info3= 459867
ship_class= 3
nickname = Enterprise
msg_id_prefix = gcs_refer_shiparch_Kuslf
mission_property = can_use_berths
LODranges = 0, 999999
type = FIGHTER
DA_archetype = ships\Enterprise\Enterprise.cmp
material_library = ships\Enterprise\Enterprise.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\enterprise.ini
pilot_mesh = generic_pilot
nanobot_limit = 90
shield_battery_limit = 90
mass = 200.000000
linear_drag = 1.000000
hold_size = 500
fuse = intermed_damage_smallship02, 0.000000, 700
fuse = intermed_damage_smallship03, 0.000000, 350
Also look through the turturl forum for ideas, tools and the SDK file. They help to mod a lot of things.
Edited by - Finalday on 9/6/2004 5:40:27 PM
the evo guys will know, as they have it in their mod, you may need to put a
dockingsphere = jump entry, in.
i.e.
'dockingsphere = jump, HPdockmountA, 400', in the stations u want to dock to in solararch.ini. Pick an existing entry and replace it.
(This example allows u to dock from 400 metres from the station)
and change the shiparch entry from can_use_large_moors or whatever u have to can_use_jumps
what this does is jump you to the base, there will be no docking cinematics but it works
You may have trouble on the way out if the ship is too big, something to do with where the hpmount entry in the ship .cmp file is positioned
I dont know for sure but try that anyways.
search on the forum here and the tutorial forum for cap ship docking or large ship docking or mooring large ships etc. You will find what u need.
Bane
dockingsphere = jump entry, in.
i.e.
'dockingsphere = jump, HPdockmountA, 400', in the stations u want to dock to in solararch.ini. Pick an existing entry and replace it.
(This example allows u to dock from 400 metres from the station)
and change the shiparch entry from can_use_large_moors or whatever u have to can_use_jumps
what this does is jump you to the base, there will be no docking cinematics but it works
You may have trouble on the way out if the ship is too big, something to do with where the hpmount entry in the ship .cmp file is positioned
I dont know for sure but try that anyways.
search on the forum here and the tutorial forum for cap ship docking or large ship docking or mooring large ships etc. You will find what u need.
Bane
20 posts
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