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Same mod, different questions.

The general place to discuss MOD''ing Freelancer!

Post Tue Dec 07, 2004 4:43 pm

Same mod, different questions.

Alright, after a bit of struggling, I finally got it so that the guns sell their ammo in the base I set them up in. (For convinience's sake, I chose Manhattan) Also, I set the ammo up to take up cargo space, so that no one was running around with 50,000,000 rounds of 145mm light battle cannon ammo!

Now, my next big question is: is there a possible way to create a non-recharging powerplant so that I can simulate "fuel" onboard the Lyndari ships? The reason for this is because they are very new to space travel and their fuel is horribly inefficient.

Another Question: Is there a possible way to make a "silent" warp drive? I have it set up so that the Lyndari ships(currently has taken over the hull of a Liberty Defender, torn it out and put Lyndari tech in it, hehe ^.^) have an "overdrive" engine which propells them significantly faster than their maximum speed. Of course, the drain on the fuel is quite taxing (imagine getting 4x performance out of your engine...you have to use 4x the amount of fuel you WOULD need to perform normally.)

Thanks again, you guys were great on my LAST question! ^.^;

Post Tue Dec 07, 2004 6:25 pm

To see a "fuel" system, check out my mod, which can be downloaded here.

Basically, what I've done here is severalfold:

1. Engine sounds have been tweaked all over the place, to remove thruster sounds and other things.
2. Thrusters become the "overdrive"- I have so severely nerfed Cruise that while it's still technically possible to enter Cruise... um... it ain't gonna happen soon.
3. Thrusters eat fuel, and will eventually run out. Depending on the "fighter"... this may reduce top speed from 50 to 30 percent.

Post Wed Dec 08, 2004 1:48 am

Well, you can do anything limitations by simply putting various recharging rates to 0 (don't forget to increase capacity!). This works also for a ship's power plant, and by giving shield, engine etc. a constant power draw you can make a ship use up power just over time. Would be fun to see someone run out of power in the middle of nowhere because he has used too much of the power for the guns, and nothing is left for flying home.

Post Wed Dec 08, 2004 8:07 am

The real question with using the powercore as a fuel source that "runs out" is this: would you have to buy a new one everytime you docked? And how would you tell when your power ran out?

Post Wed Dec 08, 2004 8:15 am

The IONCROSS:Total war mod has it set up so that thrusters don't recharge unless you dock. Now if you set the consumption rate and speed boost right, you could make 'thrusters' a replacement for cruise engines. Some things to consider... you will refuel anytime you dock at a base, and F1'ing in space will also refuel your ship, also the effect on combat must be considered. A high thruster speed may allow one to nearly instantly escape any unwanted combat, which would be boring.

To make this a real limitation you will need to stop the F1-respawn exploit or it will be widely used and the fuel limitations become meaningless.

Post Wed Dec 08, 2004 11:08 am

Exactly. As Furious stated, all capacities are back at full if you dock somewhere or respawn in space (sucky cheat anyway). That means, your power would get refilled anytime when you dock for free as well as your thruster fuel.

Post Wed Dec 08, 2004 2:32 pm

Respawn takes you back to base, does it not? Or are there exploits that allow people to respawn and not go back to bases? Please email me any relevant links you've got about this, as I'm working on eliminating a number of things from my mod, including cloak, so that they'll be a pain to put back in... once things are hashed, etc.

Post Wed Dec 08, 2004 3:12 pm

The simplest of all exploits: reselecting your char in space. Everyone has done it before. That was my first sucky experience in FL when I was huntung smugglers for fun and one just switched chars when I started to shoot... His ship popped away, you know how that looks like... Really annoying indeed, those lamers.

There is also an exploit with engine kill. I will not explain it here because so many kiddies might then do it. I just recommend disabling the engine kill command (remove all keylist.ini and keymap.ini entries).

Post Wed Dec 08, 2004 5:29 pm

Oh, you mean popping out to get a new character... yeah, that's pretty lame. The engine kill thing is very easy to avoid, and I've effectively killed it totally in my mod. I'm also removing cloak entirely, so that even modding it back into FL will be pretty annoying and will immediately result in a bad hash.

Post Wed Dec 08, 2004 11:10 pm

I assume you just removed all cloak entries (also from loadouts) in order to achieve this? Or does this cause crashes and you have to do something more difficult?

Post Thu Dec 09, 2004 12:57 pm

Alright, thanks. I actually got it working, you know the NPC shields that never regen? Their regen setting is set to '1'. I tried that with the power plant, and lo and behold, it worked!

Now, for the difficult part...getting the ship to either move very slowly once its out of fuel or to stop completely(thus having to use the thruster as a backup engine). Right now it just spazzes out and ****s back and forth...and if you engage the Overdrive engine, it just acts like a kill engine. IF you have no fuel, that is.

Also, I managed to get the "warp drive" overdrive engine(you know all about the Warp Drive, don't you? ^.^) to consume fuel at a much faster rate than the traditional engine. How I did this was...

[Engine(for the normal engine)
power_usage = 1351

[Engine(for overdrive)
power_usage = -1001

Nifty, huh? Well, anyways...back to da moddishness. I'm actually very far now, got nine weapons coded into the game, and am working on more, along with two Lyndari converted ships. (IE the Rhino being turned into a mini-Gunboat. >D)

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