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The content may be outdated and links may not be functional.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

Powerplants and Recharge

The general place to discuss MOD''ing Freelancer!

Post Fri Aug 18, 2006 10:23 am

Powerplants and Recharge

I am wondering if it is possible to create power supplies that are modular, for example they do not recharge (no ship would have a self-sustaining power supply) and so I was wondering if I make the items sellable, and combinable, would this mean that a user could technically buy as many as the mass allowed by the limit of a cargo hold?

If this was possible would we be seeing players floating around having expanded their power supplies? I know people would probably be more economical with their energy.

It would certainly be nice too if a shield was like a weapon, you could turn it off and on with a click/num key to save energy requirements.

Just some thoughts I had, they probably can't be done otherwise they probably would have been by now, a lot of modders are better than me

Lemme know what you think ...

Post Fri Aug 18, 2006 12:16 pm

Well, you can separate the power capacity from the the recharge and have a shield generator give a negative power draw. But, i don't think you could mount more than one powerplant.
Its a shame i haven't heard of a way of giving an equipment class to powerplants. It might be possible, i think Rebalance (an old version) had things like the engine with a dedicated hardpoint slot.
If that was possible then you could make up different classes of powerplant capacity by ship class and you could get a result similar to what you wanted.

Ogu

Post Sat Aug 19, 2006 5:42 am

You could make the regen 0 for the powerplant and keep the capacity really high and use it as a battery. When you run out, you need to unmount the old one (sellt it) and go buy a new one.

You could do it with thrusters too so you lose the ability to thrust after a while. At least with thrusters it shows an actual percentage of how much enery you have left, unlike the weapon energy where you just guess based on the bars

Post Sat Aug 19, 2006 8:17 am

Ogu, I'm wondering if it can be sold with combinable = true and if you can basically store them up in your cargo hold at all?

I'm pretty sure as far as I understand it that combinable is for commodities and thats what allows you to buy more than one ... but I'm not sure if it can tie in to the power plant and how it would recharge/replace.

If you really have to unmount, and then mount another, it would make it kind of difficult, as you can't mount anything in space or anything ... and what would happen if you were using your engine, and it ran out, and you were killed.

Would you respawn with full power? or none and not be able to launch without buying another power unit.

I dunno ... seems un-doable lol if thats even a word heh.

Post Sat Aug 19, 2006 12:16 pm

I tried to make guns combinable recently (hoping to avoid the too much cargo type errors), but the game clearly ddn't know what was going on and completely froze the whole system. I had to restart my computer.
For the engine problem, you would still have thruster energy to continue if your power ran out. You would just lose the ability to cruise and maybe the basic speed of the engine.

Edited by - Mace_166 on 8/19/2006 6:44:38 PM

Post Sun Aug 20, 2006 4:12 am

I have modified my power supplies to have larger capacity and slower regen rate, the engines use more energy but that only seems to affect cruise if the energy is all low. Now I have removed cruise from my game however so I cant check it right now.

Return to Freelancer General Editing Forum