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Battleship hull values

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Post Wed Jun 07, 2006 9:24 am

Battleship hull values

Hopefully, this should just be a quick question. I'm putting battleships and cruisers in a mod of mine, and I'm trying to give them more hull strength while also providing new torpedos that do more damage. The first thing I did was to increase the hit_pts value in shiparch.ini for the cruisers, but I noticed that they died to quickly. I observed that the [CollisionGroup tags also have a hit_pts value, and normally that value is the same as the cap ship's value for each secion. So, I modified all of them in a cruiser to 450,000. Then, I made a torpedo that does 150,000 damage, but it barely scratches the cruiser's hull. Obviously, something is either decreasing the damage value of the torpedo or increasing the hull strength of the Curiser. I could just figure out by feel how much I should change values, but it would be nice to know exactly how it's working. Does anyone know what the issue is here?

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Post Wed Jun 07, 2006 9:26 am

This could be a problem with the ships hitbox, not to sure but i think it might be.

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Post Wed Jun 07, 2006 9:36 am

Dang - that was a quick reply . Wouldn't the hitbox just affect whether the torpedo hits or not? I see the explosion, so I know it's hitting. Also, as a side note, I don't think it's an armor scale problem - in loadouts_special.ini, it says equip = armor_scale_0 (I haven't modified loadouts_special.ini or select_equip.ini).

Post Wed Jun 07, 2006 11:15 am

try to enlarge the torpedos explosion radius, in most cases it really is "just" a hitbox-issue (i.e. vanilla torpedos dont do any damage to osiris battleships, no matter how you shoot them)

Post Wed Jun 07, 2006 12:54 pm

OK, maybe I just don't understand what's going on. I can't see how the radius would make a difference here - I've already got it set to 25, which is the value for the Sunslayer. When I changed it, it made a difference, but it also kills the firing ship because the radius is too large. The first torpedo I tried is doing damage to the cruiser, it's just not as much as I wanted it to. I would have thought that the torpedo does the damage it says it does in the hull_damage value, and the ships will take as many points as they have specified in the hit_pts value times the armor factor. Obviously, that's not what's happening. I'm just going to have to play-test the values until I get the balance I want unless somebody knows the math behind how it calculates damage taken.

Post Wed Jun 07, 2006 4:19 pm

I think somewhere in these topics, there is a section on how damage is calculated.

Not sure where but if i find it ill post back here with the link

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