Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Battleships

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 03, 2005 5:59 pm

Battleships

Hi all
I have put battleships in my mod but they seem to be suffering from a slight problem. When a fighter or freighter hits a BS it sends the BS spinning out of control. Has anyone suffered this problem themselves, if so could anyone tell me how this can be fixed.

Thankyou

White

Post Thu Mar 03, 2005 6:46 pm

now theres an interesting dillema

"If im phased and can walk through stuff, then why am I not falling through the floor?"

Post Fri Mar 04, 2005 2:53 am

Here's the Shiparch file for the Rheinland BS, the collison groups etc remain unchanged

[Ship
ids_name = 237049
ids_info = 66337
ids_info1 = 66596
ids_info2 = 66239
ids_info3 = 66338
nickname = rh_battleship
LODranges = 0, 900, 1200, 3500, 4000, 20000
msg_id_prefix = gcs_refer_shiparch_Rheb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\rheinland\rh_battleship\rh_battleship.cmp
material_library = ships\rheinland\rh_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
explosion_arch = explosion_rh_battleship
fuse = r_battleship_body_fuse, 0.5, 1
fuse = rh_battleship_burning_fuse02, 0.0, 17325
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
camera_offset = 150, 500
max_bank_angle = 15
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
steering_torque = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 130000000.000000, 130000000.000000, 130000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 30000.0
strafe_force = 30000
strafe_power_usage = 2
linear_drag = 1.0
mass = 10000.0
nanobot_limit = 1291
shield_battery_limit = 0
hold_size = 2500
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hit_pts = 569300
cockpit = cockpits\liberty\br_battleship.ini
hp_type = hp_turret_special_10, HpTurret_R1_01
hp_type = hp_turret_special_10, HpTurret_R1_02
hp_type = hp_turret_special_10, HpTurret_R1_03
hp_type = hp_turret_special_10, HpTurret_R1_04
hp_type = hp_turret_special_10, HpTurret_R2_01
hp_type = hp_turret_special_10, HpTurret_R2_02
hp_type = hp_turret_special_10, HpTurret_R2_03
hp_type = hp_turret_special_10, HpTurret_R2_04
hp_type = hp_turret_special_10, HpTurret_R3_01
hp_type = hp_turret_special_10, HpTurret_R3_02
hp_type = hp_turret_special_10, HpTurret_R3_03
hp_type = hp_turret_special_10, HpTurret_R3_04
hp_type = hp_turret_special_10, HpTurret_R3_05
hp_type = hp_turret_special_10, HpTurret_R3_06
hp_type = hp_turret_special_10, HpTurret_R4_01
hp_type = hp_turret_special_10, HpTurret_R4_02
hp_type = hp_turret_special_10, HpTurret_B4_03
hp_type = hp_turret_special_10, HpTurret_R4_04
hp_type = hp_turret_special_10, HpTurret_R4_05
hp_type = hp_turret_special_10, HpTurret_R4_06
hp_type = hp_turret_special_10, HpTurret_R4_07

Post Fri Mar 04, 2005 1:20 pm

No takers?

Post Fri Mar 04, 2005 8:04 pm

Try replacing the values you entered by these :
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

Don't thank me, thank Chips. These are his values of a Battleship. Should make it not spinning too much. If it doesn't work, try playing with nudge_force and rotation_intertia until it works.

Hope this helps

Post Fri Mar 04, 2005 10:35 pm

The mass line there is the one you want, the others tell the BS how fast it can turn and strafe side to side.

Post Sat Mar 05, 2005 9:37 am

Thx guys much appreciated, will give it a shot.

Post Sat Mar 05, 2005 10:14 am

Don't thank me, thank Lord Fjord - it was he who stated that "we cannot stop the problem of the spinneth battleship, yet if ye changeth the value of the rotational inertia, then thee laws of pysic changeth too!"

It go from:
"A battleship who spinneth, will stay in spinneth, unless acted on by an opposite force to stoppeth it"

to

"A battleship who spinneth doth stop nearly immediately"

Pretty simple stuff, although there IS a lower end point to that, if you lower it too much then it goes all haywire once more

As for mass, it seems to make no real difference except make ships fly slower, take longer to stop, and longer to start. Whilst this maybe desirable, it also causes docking problems

Post Sat Mar 05, 2005 11:05 am

You sure about that acceleration is the only thing mass effects Chips? I know I have used that to great effect with the flight physics changes I created for the Hunters Mk II MOD, but I thought I saw it also effecting how much a ship was affected by all impacts (asteroids and other ships). Of course you have been at it longer and I might have been changing multiple things at one to get the effect I was after.

Return to Freelancer General Editing Forum