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Ship Problem

The general place to discuss MOD''ing Freelancer!

Post Thu Oct 21, 2004 6:15 pm

Ship Problem

I made the armored carrier pilotable but I'm having a few problems with it. It turns a bit too sluggishly...what would I need to alter for that? Also when I do cockpit view it seems to be looking out from the sun at the center of the system towards Pittsburgh. Lastly, when its flying it ****s and looks like it keeps jumping above 80 and dropping back down.

Edited by - Illusion on 10/21/2004 7:24:49 PM

Post Fri Oct 22, 2004 9:11 am

If you post up your shiparch.ini entry - then some pointers can be given. There is a thread on handling round here - but it maybe too 'indepth' for what your after.

Post Fri Oct 22, 2004 11:10 am

Most likely considering I am blundering around in the dark...trial and error eh? Well here is my shiparch entry for it:

[Ship
ids_name = 237001
ids_info = 66493
nickname = flyable_carrier
shipclass = 0
LODranges = 0, 200, 300, 2000
msg_id_prefix = gcs_refer_shiparch_atransport
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\utility\transport_armored\transport_armored.cmp
material_library = ships\utility\utility_misc.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\li_freighter.ini
nanobot_limit = 30
shield_battery_limit = 30
linear_drag = 1.000000
mass = 300.000000
hold_size = 1250
explosion_arch = explosion_ge_atransport
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 = 50000.000000, 50000.000000, 50000.000000
angular_drag = 100000.000000, 100000.000000, 100000.000000
rotation_inertia = 60000.000000, 60000.000000, 60000.000000
nudge_force = 150000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
hit_pts = 5000
fuse = intermed_atransport01, 0.000000, 650
fuse = intermed_atransport01, 0.000000, 325
fuse = intermed_atransport01, 0.000000, 217
max_bank_angle = 15
camera_offset = 25, 85
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
hp_type = hp_turret_special_8, HpTurret01, HpTurret02
hp_type = hp_turret_special_7, HpTurret01, HpTurret02
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01

Post Fri Oct 22, 2004 1:55 pm

steering_torque = 50000.000000, 50000.000000, 50000.000000
angular_drag = 100000.000000, 100000.000000, 100000.000000
rotation_inertia = 60000.000000, 60000.000000, 60000.000000
nudge_force = 150000.000000

Here, steering torque - higher = faster turning.
Angular drag, higher = slower turning
rotation inertia - higher = more spin

What you should do is just increase that steering torque somewhat - say around double to make it handle worse than a titan.........after a fashion. This isn't going into what they all do in anything more than a kinda vague label by the way- you can read the thread dedicated to handling further down this forum for that! SO make those steering torques around 100k each instead of 50k You can lower them if it turns too well


Next up - cockpit camera at sun?Thats one line:

cockpit = cockpits\liberty\l_freighter.ini
Note the difference? Yours says li_freighter.ini, which doesn't exist!

As for the flying up 80 and jumping back down? Not exactly sure what you mean on that one though - don't quite get you. Is the energy bar going down when that happens? or what do you mean exactly - when its moving at 80 you suddenly slow down for no reason then speed up again? Am confused! Hope those two points get you moving anyway.




Edited by - Chips on 10/22/2004 2:55:35 PM

Post Fri Oct 22, 2004 6:59 pm

Thxs thats simple enough for me to understand . It handles well enough and now cockpit works. Now I have another question if..I used the HardCMP to put a thruster and shield hardpoint on my ship and I am able to mount a shield but when I launch it doesnt show a blue shield bar at bottom and npcs hit me like I don't have one. Do I need a shield_link = line in my shiparch for shield to work? Made this by looking around and reading ur flyable gunship post .

Post Tue Nov 30, 2004 4:17 am

If you set the mass down (mass = xxx.xxxxxxx), your ship will even turn faster.
I downloaded the Talarca cruiser, but it turned much too slow. so I set the mass to 50.0000 so it turns fast enough.

Post Tue Nov 30, 2004 4:51 am

You've got a couple of entries that don't go together:
"shipclass = 0"
"type = FREIGHTER"
ShipClass = 0 is for light fighters, not freighters.
I've never tried combining them, so I have no idea what affect it actually has.

ShipClass codes are:
ShipClass = 0 is for light fighters.
ShipClass = 1 is for heavy fighters.
ShipClass = 2 is for freighters.
ShipClass = 3 is for very heavy fighters.

Codes 0,1,3 use Type = FIGHTER
Code 2 uses Type = FREIGHTER

Edit:
Don't forget to add an entry in the "mShipProps.ini"
Without one, you probably won't be able to dock anywhere.

Watch your 6!

Edited by - warzog on 11/30/2004 4:58:05 AM

Post Tue Nov 30, 2004 5:23 am

shipclass numbers are for what you see when you buy the ship.
The type entry seems to be for NPCs, so that they count in the right category of "ships killed" in the stats list.


You must add a shieldlink entry to make the shield work:

shield_link = l_freighter_shield01, HpMount, HpShield01

Post Tue Nov 30, 2004 6:24 am

The TYPE category also effects what ships spawn in an Encounter. Changing all of the Freighters to Fighters will cause a LOT more freighters to spawn

Post Tue Nov 30, 2004 6:42 am

hmmm, if i remember right the encounter "class" is only defined in npcship.ini, not in shiparch.ini

Fjord

Post Tue Nov 30, 2004 6:50 am

Try it... change all of the type=FREIGHTER entries to type=FIGHTER. I think you'll be surprised at what happens

Post Tue Nov 30, 2004 7:52 am

hmm, then prolly both are true
classes from shiparch + npcships are used for encounters

(npcships worked for me, shparch for u, so i assume both work, just dont ask why cause i think its stupid this way - having only one place to look at would be easier)

Fjord

Post Tue Nov 30, 2004 9:02 am

The entry in shiparch.ini however counts for the kill. I had a ship stated as fighter in shiparch.ini, but the NPC as a gunboat. It spawned all the way I wanted it to, but when I killed it it was counted as a fighter.

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