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multiple cruise speeds

The general place to discuss MOD''ing Freelancer!

F!R

Post Thu Jul 19, 2007 11:11 pm

multiple cruise speeds

I know, some did work on multiple cruise speeds ( Click here )
Did that give any results?
Does someone know, where 2 get the stuff?

Post Thu Jul 19, 2007 11:42 pm

Freelimits was Alcander's idea, so talk to him if anyone.

Post Fri Jul 20, 2007 2:09 am

Freelimits has problems and just as some of us were finding these problems Alcander disappeared, now that he's back here's hopeing he can fix it. Any mod that uses the multiple cruise speeds is off limits to a lot of us, as for some reason it freezes our PC's.

**shuffles off with a new headache**

Post Fri Jul 20, 2007 8:16 am

Simple solution to that is playing with mass. I have changed cruise speed for different ships by changing mass. It was by accident that I found this weird oddity. So just experiment with mass and you will see what I am talking about. A note this was just Vanilla FL ships.

Post Fri Jul 20, 2007 3:28 pm

Cruise speed is a constant in constants.ini. So how would playing wth mass affect this?

Requiem: A Total FL Conversion Mod .

Post Fri Jul 20, 2007 10:28 pm

I've even relized this. The less mass you have, the more your ship "sticks" to space. If you increase it to a large extent, it will make your ship slide through space.

In otherwords though, if you put it higher, it makes it so that the ship can't go as fast or stop as fast, compaired to a mass with zero, which makes it exact to constants.ini, where as a mass of much greater like 250 will be different, but only by a few mps, not enought to really make a differense. I don't advise this because it would make manuvering a pain.

Post Sat Jul 21, 2007 7:04 am

I actually redid the multiple cruise speed patch in a cleaner way and it seems to work much better.

I would like some of you to test it out if you wouldn't mind to see if you get any freezes or other problems.

Please send me an email if you are interested. People who had previous problems (*ahem* Bejaymac) are encouraged to test .

Edited by - alcander on 7/21/2007 8:05:53 AM

Post Sat Jul 21, 2007 8:06 am

i'm interested but pressed for time - let me know if you have trouble rounding up enough volunteers and i will make time, otherwise i'll just wait it out while i work with this ALE cloning technique... which is driving me bonkers. the effects act like they can't find their .txm until the lowest numbered effect is used. can't explain it, as i used the same crc signing system as the original fx entries too - some piece of the puzzle appears to be missing

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