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2 Questions for the Forum Impaired (Me)

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 24, 2005 10:08 pm

2 Questions for the Forum Impaired (Me)

#1) I have a problem. I edited the harpoints on a dagger light fighter. I removed the counter measure dropper and the mine dropper, and replaced them with torpedo harpoints (properly removing, resetting, and renaming the hardpoints). I also changed the torpedo hardpoint in the lower hull into a turret mount. While I am inside a starbase or planetside, it shows all the hardpoints properly and lets me install the proper weapons. But once I launch into space, they disappear from my ship info screen and will not fire. Any ideas on what's going on? I used UTF editor to mod the hardpoints, changed everything in the shiparch proper, and even made up my own infocard for the ship. On station, everything is fine, once I get into space...they just vanish.

#2) In some mods, with some ships...when I hit the engine kill button it makes the ship jump to 999 speed. What's up with that?

Post Sun Apr 24, 2005 10:37 pm

1. Use HardCMP to alter/remove the existing hardpoints (you can download the latest version from this website). Much better than UTF Edit for that purpose. And don't forget... you have to change the INI entries in Shiparch.ini for what you're doing to work properly- you cannot just change the HPs.

2. This is caused because the makers of the mods allow you to mount multiple thrusters, but didn't set up their linear_drag entries correctly. It's a very common mistake, which hopefully people won't be making as often now that I, Dev and the other folks have posted up extensive information about FL's physics system, and how it actually works...

Post Mon Apr 25, 2005 1:41 am

Thanks for the quick response. Actually, I did all of the above. I changed the harpoints in shiparch, and added the appropriate hp types (i.e. hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02,). I didn't use hardcmp, though, I'll try that next and see if it works. Hopefully it will make a difference. Do you think it's because I used and existing model and mats?

And is there anyway to manually fix the extra thruster glitch that you know of, I'm starting a small LAN server and I don't want things to get out of hand.

Post Mon Apr 25, 2005 2:15 am

Hi!

In my opinion Argh was not totally right. The ships going 999 is caused by several engines. If you want to prevent this, just go to the goods.ini in the equipment folder and look on the package of the ships (e.g.: li_elite_package). Every ship that has two engines in here will go 999 if you hit the engine kill key. So, give all the ships only one engine and they will behave normally.

Post Mon Apr 25, 2005 7:33 am

The two-engine issue is just the same as the two-thruster issue. Both are caused by not putting the correct entries into the linear_drag entry in shiparch. Please consult my work on FL's physics system and run the test cases, to see for yourselves

Post Mon Apr 25, 2005 9:50 am

Okay Argh, I did not know this. I just knew that many ships have two engines and therefore thought this would probably be the problem (I also had this in my Monkeys Mod at the very beginning).

I'm just a normal modder, without knowledge on things like physics

But so far I got everything that I wanted to do.

Thanks for the hint!

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