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Spinning Battleships

The general place to discuss MOD''ing Freelancer!

Post Sat Oct 16, 2004 5:21 pm

Spinning Battleships

I realise there is a thread covering this,, but nothing within that topic has actually helped...

I have made a battleship and even with giving it the settings laid out in the realistic battleships thread - one starflier knocks me and im spinning constantly...

Is there something i have missed? or perhaps a better solution to this?

Post Sun Oct 17, 2004 1:21 am

Edit this line :
nudge_force = <n>

Should do the trick

+++ out of cheese error - redo from start +++

Xtreme Team Studios

Post Sun Oct 17, 2004 5:07 am

yup, already edited the nudge force - here, probably best if i provide the script im using..

[Ship
ids_name = 467000
ids_info = 467001
ids_info1 = 467002
ids_info2 = 467003
ids_info3 = 467004
nickname = nostromo
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Breb
mission_property = can_use_large_moors
type = FREIGHTER
DA_archetype = Ships\nostromo\nostromo.cmp
material_library = Ships\nostromo\nostromo.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 100000
hold_size = 1200
nanobot_limit = 500
shield_battery_limit = 200
hit_pts = 100000
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02,
small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02,
small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02,
small_hull_hit_heavy03
steering_torque = 1200000000, 1200000000, 1200000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 30000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open dock1
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpRunninglight01
HP_bay_external = HpRunninglight01
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
cockpit = cockpits\bship\nostromo.ini
camera_offset = 125, 480
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
max_bank_angle = 15
shield_link = l_elite2_shield01, HpMount, HpEngine01, HpShield01, HpShield02
hp_type = hp_freighter_shield_generator,HpShield02
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_turret_special_10, HpTurret03
hp_type = hp_turret_special_9, HpTurret01, HpTurret02
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05,HpWeapon06, HpWeapon07
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06, HpWeapon07

I have also increased and decreased the torques - but i cannot seem to come across a good balance

Edited by - [HoTaConQUesT on 10/17/2004 6:07:56 AM

Post Sun Oct 17, 2004 6:00 am

I was having a similar problem but I think I have now solved it by increasing the nudge_force (the force needed to nudge the ship?) to
nudge_force = 30000000.000000

Post Sun Oct 17, 2004 6:03 am

Thats alot higher than mine...thnx m8

I'll give it a go

Post Sun Oct 17, 2004 6:16 am

no change - even with the nudge force increased to 30000000.0000

The spinning always happens upon the y axis too, yet the settings are equal for all torque/drag/inertia for x,y,z

Edited by - [HoTaConQUesT on 10/17/2004 7:16:05 AM

Post Sun Oct 17, 2004 6:42 am

Well the exact values I have used are:

mass = 400000.000000
steering_torque = 1500000000.000000, 1500000000.000000, 1500000000.000000
angular_drag = 19000000000.000000, 19000000000.000000, 19000000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 30000000.000000

Post Sun Oct 17, 2004 7:24 am

Still the same y axis problems..

I think this is solvable - since if you try using the stats of a sabre,, altho there is spin,, its very slight, the settings are balanced to make the spin short lived..

Im going to try a more in depth experimentation taking into account the physics tables laid out on these forums

Thnx for any help given

Post Sun Oct 17, 2004 7:29 am

As LordFjord once said:

"lower the rotation inertia to the point where the ship will not spin randomly when you touch it, but does stop you spinning like a top when rammed'

Its a fine line, here are my values (its like a 'best ship' but instead a 'best values' thread )
mass = 100000.000000
steering_torque = 600000, 600000, 600000
angular_drag = 2600000, 2600000, 2600000
rotation_inertia = 240000, 240000, 240000
nudge_force = 300000.000000
strafe_force = 750000

Why the low mass? So they aren't too darned sluggish to move simply!

Post Sun Oct 17, 2004 7:58 am

Well I don't know, unless there are some other values that affect it. I haven't noticed any major problems with mine.

Post Sun Oct 17, 2004 11:03 am

Thanks chips,, i'll have a lil looky at that one

...failing that i'll just cry

Post Sun Oct 17, 2004 1:08 pm

i think when i set my nudge force line to combat this problem i set it very low (4 or something) but it was a fair time ago...

+++ out of cheese error - redo from start +++

Xtreme Team Studios

Post Sun Oct 17, 2004 2:04 pm

One reason why those ships spin is because the HpMount point is placed wrong.

Post Sun Oct 17, 2004 9:21 pm

hmm, Louva-Deus, can u explain why that would affect spinning?

to the others:
btw, to my knowledge nudge_force is only responsible for autopilot/docking "agility" of the ship. how fast you dodge asteroids on cruise speed, how fast you align automatically for docking, ..., ...

i usually fix the spinning with a low rotation_inertia value, so , as Chips quoted, "they stop spinning almost instantly".
this means that they will have also no "turning acceleration" - loses a bit the feeling for the size of the ship as u reach max turning speeds almost instantly, but if the max turning speed is low then its really acceptable.

Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Mon Oct 18, 2004 10:38 am

Nice one chips - those settings work a whole deal better than any i have tested so far

I wonder if an excel spreadsheet could be made to aid calculations..

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