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Ship Speed

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 03, 2007 9:35 am

Ship Speed

How do I change the Ship Speed, E.g. The Ship Normally flys at 80, out of cruise with no thrusters, how can i up this to say, 90.
It's just I want to increase the speed of one of my cruisers by 10. Any Ideas How?
Thanks in Advance

Post Tue Apr 03, 2007 10:07 am

We meet again!(The same Anomaly as the one in your modding team!!!)

You should first find the name of the engine,
then open up misc_equip.ini (Data\Equipment)

find the entry of your cruiser:
example: (this is the Banshee engine)

[Engine
nickname = ge_rf_engine_01
ids_name = 263696
ids_info = 264696
volume = 0.000000
mass = 10
max_force = 48000 <-------------------------------------------Here!Scroll down!
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_rh_smallengine01_fire
trail_effect = gf_rh_smallengine01_trail
trail_effect_player = gf_rh_smallengine01_playtrail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_rh_fighter_start
character_loop_sound = engine_rh_fighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_rh_fighter_kill
cruise_start_sound = engine_rh_cruise_start
cruise_loop_sound = engine_rh_cruise_loop
cruise_stop_sound = engine_rh_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180

-------------------
Explanation: I believe this is the max speed. The number should be the engine speed you want * 600.
Example: 80*600=48000 <----fill this in for a speed of 80

Hope I helped,

Anomaly

Post Tue Apr 03, 2007 10:38 am

Are you sure? I think it may be Engine_Equip.ini

Post Tue Apr 03, 2007 10:45 am

Actually. I belive the Equation is:
Max_Force / Linear Drag = Speed
E.g 360000 / 3000 = 120
(Kusari Gunboat)
Thankyou for pointing out those Lines. You had the Right Idea

Edited by - Ruppetthemuppet on 4/3/2007 11:49:05 AM

Post Tue Apr 03, 2007 10:51 am

Erm... One more thing, do you know how to Modify Turning Rate? I want the Rhineland Cruiser to have the Feeling of a very haevily Armed Brick...

Post Tue Apr 03, 2007 5:57 pm

Take a look:
linear_drag = 1.000000
mass = 5000.000000
steering_torque = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
strafe_force = 760000.000000

This is on a customized (recreation) of the Nautilus (Jules Vern) equipped with a
Reinland Cruiser Engine.
Guess what happened when I switched the Engines out with a Liberty Cruiser engine.....
The handling changed DRASTICALLY to the worse. It was real slow to accelerate, you could cut the engine and coast, but it wouldn't slow down. You could go back into cruise without even slowing down. BUT, it slid worse than an elephant on a muddy road, took forever to turn around and took a very long time to get back on course. Not only that, unless you planned your "next stop" way ahead of time..you would overshoot it by a pretty long distance.

Try this on a custom capital ship equipped with a Reinland Cruiser engine and the stats listed above. Be prepared for something near real space physics.

Another, probably more suitable option would be to just add few more zeros to all of the "MASS" lines below "linear_drag" . (instead of 20000... 2000000)

Instead of this:
mass = 5000.000000
steering_torque = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
strafe_force = 760000.000000

you now have this:
mass = 500000.000000
steering_torque = 2000000000.000000, 2000000000.000000, 2000000000.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 4000000000.000000, 4000000000.000000, 4000000000.000000
nudge_force = 300000.000000
strafe_force = 760000.000000 (or just remove this one)

Trust me.

Edited by - Rankor on 4/3/2007 7:01:44 PM

Post Tue Apr 03, 2007 7:01 pm

one problem ive been having (this is still kind of ontopic) is when i set the cruise to, say, 400, itll continue to display 300 even tho i continue speeding up till i reach 400..

why isnt it saying my true speed?

Dev

Post Tue Apr 03, 2007 10:00 pm

"one problem ive been having (this is still kind of ontopic) is when i set the cruise to, say, 400, itll continue to display 300 even tho i continue speeding up till i reach 400..

why isnt it saying my true speed?"

le point



Ship handling is very simple. The math is simple, but in the likely event that it has no bearing on your life, this is what you get:

Max velocity = force_value / drag_value
Initial acceleration (from 0 units/s) = force_value / inertia_value

I look at initial acceleration to help me judge the responsiveness of the ship. Toy with it, you'll get some feel for it in time.

For forward motion:
force_value = max_force (engine_equip.ini)
drag_value = linear_drag (engine_equip.ini) + linear_drag (shiparch.ini)
inertia_value = mass (shiparch.ini)

For reverse motion, just multiply max_force by reverse_fraction (also in engine_euqip.ini).

For lateral motion, force_value = strafe_force (shiparch.ini) instead of max_force.

For motion while docking, force_value = nudge_force (shiparch.ini) instead of max_force.

These velocities are all in meters / second, and accelerations are in meters / second^2. Note that when you hit engine kill, the force and drag from the engine are zeroed, but the drag and mass of the ship remain. You can thus control the functionality of engine kill by adjusting the ratio of drag between the engine and ship.

For pitch/yaw/roll:
force_value = steering_torque (shiparch.ini)
drag_value = angular_drag (shiparch.ini)
inertia_value = rotation_inertia (shiparch.ini)

These velocities are all in radians / second, and accelerations are in radians / second^2. The values are in sets of three, like so:

steering_torque = pitch_value, yaw_value, roll_value
angular_drag = pitch_value, yaw_value, roll_value
rotation_inertia = pitch_value, yaw_value, roll_value

Typically the pitch and yaw values of the ship will be the same, but roll is usually different. As a final note, Freelancer will freak out if (angular_drag / rotation_inertia) is greater than around 20. It's really not terrible, but your ship will turn faster than you expect it to.

Anyway, hopefully this will get you running.

Post Wed Apr 04, 2007 4:22 am

Sorry that I pointed to the wrong INI, I actually ment engine_equip.INI.

Post Wed Apr 04, 2007 7:00 am

That cruise speed indicator is something I'd like to mess around with too, but
I think that involves a type of "hack" to one of the exe files..I'm not sure.
I've noticed though that when I'm cruising at 600 and hit engine kill, the actual
indicated speed shows up.

Post Wed Apr 04, 2007 7:37 am

Yesm, the spedometer issue is a hack and can be found in the Limit Breaking 101 thread.

Requiem: A Total FL Conversion Mod .

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