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The content may be outdated and links may not be functional.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

Failure to launch...

The general place to discuss MOD''ing Freelancer!

Post Thu Dec 21, 2006 6:09 pm

Failure to launch...

No, it's not a personal problem, it's a ship problem.

As you may have gathered I'm working on a capships mod. The problem I'm having atm is that the Kusari Battleship explodes before clearing the docking ring. As a matter of fact, it explodes even before it leaves the cinematic.

I'm assuming there's something in the cmp that needs to be relocated. Anyone know what it is and which way it should go?


Post Thu Dec 21, 2006 6:32 pm

that sounds more like a planet problem to me, check the death zone surrounding the planet.

Post Thu Dec 21, 2006 7:28 pm

That can't be it. It's planet manhattan for one, for another, I'm able to launch the Dreadnought and the Bretonian battleship no problem.

Post Thu Dec 21, 2006 8:53 pm

considering the size of the Kusari Battleship...
it's possible that it's burning up before making the breach into space.
I have a very long carrier that looses a third of it's hull when I launch it off of a planet and if it were not for the massive hit points it has {something like 3 million} would normally blow up before making it past the docking rings.
(that's the reason I need to convert ship yards! )

If you're using the "ghost docking ring"...perhaps you can adjust your battleships' hitpoints (hull strength) to a higher number.

Post Thu Dec 21, 2006 9:56 pm

fixed it by moving the HPMount a little closer to the center of the ship.

Now I just need to figure out how to keep it from spinning every time it gets hit. Otherwise it works perfect.

Post Fri Dec 22, 2006 4:39 am

spinning is to do with mass i believe.... (cant remember off hand) or its your shiparch.ini values need looking at to make it turn like a brick and fly liek one too

Post Fri Dec 22, 2006 7:10 am

try using the mass stats and other related values of the Reinland Battleship.

Post Fri Dec 22, 2006 8:20 am

looks like the values for the kusari and rheinland battleship are identical. (haven't checked out the Rh BS yet). Same for the engines.

Post Fri Dec 22, 2006 12:02 pm

use mass=10

24/7 Blaster Universe

Post Sat Dec 23, 2006 7:40 am

I believe it's affected by more than just mass, as otherwise you have to make insane engines.

it's also affected by other values - but without FL being installed, i can't take a butchers at the files.

I think it's something to do with inertia values - whereby massive values = spins stop instantly.

Post Sat Dec 23, 2006 9:48 am

I agree with Chips on this.
SInce rotation inertia was pretty much "grouped" with the mass figures, I simply refered to them as part of the "mass-stats" since they were interrelated.
That could explain why my Capital ships are so solid since that could be the decisive factor.

Post Sat Dec 23, 2006 10:25 am

but without FL being installed, i can't take a butchers at the files.

gah >.< HDD wipe? or generally cba =D

Post Sat Dec 23, 2006 3:15 pm

gah >.< HDD wipe? or generally cba =D

I've stopped modding FL and I've passed Evo onto the server admin that has stuck with us through thick and thin since Dec 2003. I don't play games anymore as I don't have no time. I generally waste time by reading a variety of forums still - but Evo hasn't really been worked upon with any vigour since March 2004 to be honest, we've just dragged the inevitable until now.

We made some pretty significant changes to the mod (gameplay wise) over 18 months ago, but only now are people seeing them as we've passed the beta to the server admin instead - we've been that slow. The mod is a lot different from the last public release, but hopefully he can stabilise it, tweak it and whatnot.

They're currently looking for coders/modellers - the adverts on the front page

Me FL modding days are over.

Post Sat Dec 23, 2006 4:12 pm

AHHHHHHH crap thats a kick in the nads your modding ass is gunna be missed >.<

well good luck with whatever your upto these days and good luck in the future mate


Return to Freelancer General Editing Forum