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A fuel system for ships in FL

The general place to discuss MOD''ing Freelancer!

Post Mon Dec 11, 2006 6:35 am

A fuel system for ships in FL

I dont know if anyone had the idea before me (but it is almost sure) that the ships in the game dont have fuel or a consumable thing.I was thinking about that a lot.

I may give a certain amount of power to a ship (it's reactor) like it is now in the game and dont let it regenerate (or awful slowly, like 1 per second). The engine, weapons, shields may consume 10 or 20 power per sec or per shot.
But what about refilling it? When i land on a planet or station it will be filled up again to full. I wonder if i may BUY a commodity that gives power to the ship. So I may have a FUEL that i need to buy to keep the ship running.

Thinking further there may be an upgrade that extends the amount of fuel one can carry. I see there are buyable reactor mods around here so this part could be done.

If anyone has a solution or a good idea what could be done in this matter please let me know.

Thx again for any reply. Regards:mancer

Post Mon Dec 11, 2006 6:45 am

using energy this way could leave you without "fuel" after every fight if weapons need energy

if weapons dont need energy (which is possible) you would most likely destroy the whole fighting balance of FL

yes - energy does reload when u are docked

no commodities cant be used to refill the "fuel" due to the fact that those are not mounted on a ship (and therefore not connected to it)

basically this idea is doable (and not new) but comes along with ALOT of side-effects that needs to be considered

Post Tue Dec 12, 2006 1:28 am

Yes I was thinkering with it for some time. I have found the engine goes crazy instead of stopping when the energy comes to zero. Guess it was just a bad idea. Still im not giving this up entirely. Thanks for your reply.

Post Thu Dec 14, 2006 7:42 am

I once popped up with the idea of using fuel during FL-sessions in the same way some commodities perish.
I do not mod, I can't, but it was a nice thrill to fly around with some of the perishable goods thought to be "fuel". I had to reach the target base before all "fuel" has run out.
Of course this was only kind of workaround. If you can mod (and I know YOU can ) then you can take the "perish"-routine, adapt the commodity's name and change the speed of perishing.
No idea if other parameters as speed or weapon power can "modulate" the amount of "perishing" = using the new fuel commodity. But if it is possible that your engine stops as soon as you've run dry it would be fun in MP games: one of the clan members has run out of 'fuel' so the clan has to save him and bring new 'fuel' to him.

Post Thu Dec 14, 2006 11:16 am

I'm sure this could be done.

If someone could make Hfuel like a scanner were you cannot launch without it then do as zazie said make it perishable at a rate, and then you have to have Fuel to take off, but the problem is you would be able to go until you land again.

I think it would be better to make a totally different commodity call it ????????? And put a nice price on it with a slow perishable rate. Also make it so that it is not transported by anyone so a person cannot get rich off of pirating. Then you can increase the price the harder the system is say HI01 & 02 systems for example would be 5X higher to compensate for the bigger better ships.

"When the government violates the people's rights, insurrection is, for the people and for each portion of the people, the most sacred of rights and the most indispensable of duties."

Post Thu Dec 14, 2006 12:33 pm

As far as i'm aware, commodities can't be turned into equipment, different sort of animal entirely. I've tried that route and it doesn't work. Only way to simulate fuel usage at this time is to get things to use energy. Swat already mentioned that, and i've done that a while back on engines, then u just wait till they recharge, only way i know but maybe someone knows different

Post Sat Dec 16, 2006 2:39 am

commodities are commodities.. nothing more
they cant be used for anything else

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