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The content may be outdated and links may not be functional.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

Run away battleship!

The general place to discuss MOD''ing Freelancer!

Post Fri Aug 10, 2007 7:24 pm

Run away battleship!

Hi everyone,
I have just added all the battleships to my mod, the only problem is if you change stats on a turret, add an armor upgrade that wasn't bought on the base, but from another ship you had it on before, or if you edit the player files to add nanobots or take items from the cargo hold, the battleship will go forward slowly to a crazy speed without anyway to stop it til either it crashes into a planet or if you log out and log back in, but that doesn't fix the issue. The ship however will run normal until one of the following above happens.
Now I've checked the engine and nothing seems to be wrong, I even made a new engine just in case and the same thing happens no matter which engine I use.


Picture above is the best way I can show what is happening, as you can see the ship just speeds up with no way to slow it down.
So has anyone ever had this problem and have you been able to fix it? BTW am using a copy of the battleships stats in the shiparch. So it's almost the same as the normal ones.


Edited by - Question Asker2044 on 8/10/2007 8:25:02 PM

Post Sat Aug 11, 2007 12:15 am

Did you change this for the player Battleships?

type = freighter

Post Sat Aug 11, 2007 2:34 am

Yes, however I don't think that is the problem. I am pretty stumped on what is causing it.

Post Sat Aug 11, 2007 11:39 am

This may be a red herring, but the time I had this problem there were two engines on the ship, so please check it out carefully and remove one if this is the case?

Another idea - does any equipment look like an engine to the game perhaps?

Post the player file showing the equipment after adding the armor and we may be able to see or work out the problem.

Roleplay: - the art of self-deceipt!

Edited by - StarTrader on 8/11/2007 12:42:17 PM

F!R

Post Sun Aug 12, 2007 12:28 am

does it have
1. more than one engine in the loadout
2. an entry "type = ...."

Post Sun Aug 12, 2007 1:12 am

Would this also happen if you press engine kill?



Get yer hosting!

Post Sun Aug 12, 2007 11:51 am

No there isn't two engines on it. No it would just go forward even on engine kill.
This also happens if you unhook the armor upgrade that was bought on the same base and then hook it back on again.

Here is the engine,
[Engine
nickname = ge_rb_engine_01
ids_name = 263898
ids_info = 264898
reverse_fraction = 0.100000
flame_effect = gf_rh_largeengine03
cruise_charge_time = 5
cruise_power_usage = 20
volume = 0
mass = 10
max_force = 3000000
linear_drag = 100000
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

Here is the shiparch,
[Ship
ids_name = 237049
ids_info = 66596
nickname = rh_battleship001
LODranges = 0, 900, 1200, 3500, 4000, 20000
msg_id_prefix = gcs_refer_shiparch_Rheb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\rheinland\rh_battleship\rh_battleship.cmp
material_library = ships\rheinland\rh_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
hold_size = 3200
nanobot_limit = 4200
hit_pts = 1350000
fuse = r_battleship_body_fuse, 0.500000, 1
fuse = rh_battleship_burning_fuse02, 0.000000, 500000
fuse = rh_battleship_burning_fuse01, 0.000000, 250000
fuse = rh_battleship_burning_fuse03, 0.500000, 340000
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
linear_drag = 1.000000
mass = 100000.000000
shield_battery_Limit = 0
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000.000000
max_bank_angle = 30
cockpit = cockpits\Battleships3.ini
camera_offset = 30, 800
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hp_type = hp_turret_special_5, HPturret_R3_05, HPturret_R3_06
hp_type = hp_turret_special_6, HPTurret_R4_07, HPTurret_R3_04, HPTurret_R4_05, HPTurret_R3_01, HPTurret_R3_02, HPTurret_R3_03, HPTurret_R4_01, HPTurret_R4_02, HPTurret_R4_03, HPTurret_R4_04, HPTurret_R4_06
hp_type = hp_turret_special_7, HPTurret_R1_02, HPTurret_R1_01, HPTurret_R1_03, HPTurret_R1_04
hp_type = hp_turret_special_8, HPTurret_R2_01, HPTurret_R2_02, HPTurret_R2_03, HPTurret_R2_04

Here is the goods file,
[Good
nickname = RHBS_package
category = ship
hull = RHBS_hull
addon = ge_rb_engine_01, 1
addon = infinite_power, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = LargeWhiteSpecial, HpHeadlight, 1

Edited by - Question Asker2044 on 8/12/2007 12:55:33 PM

Edited by - Question Asker2044 on 8/12/2007 1:02:26 PM

Post Sun Aug 12, 2007 1:59 pm

It's not your ship or engine as I've just tested it with your settings : Speed 30 , cruise 300.

Just re-read the thread, your handling is just the vanilla settings, wonder why this one handles so well while the rest are like demented shopping trollys.

**shuffles off with a new headache**

Edited by - Bejaymac on 8/12/2007 3:44:59 PM

Post Sun Aug 12, 2007 3:09 pm

Just a thought. Does your mod make use of any EXE or DLL hacks? They might have unforeseen side-effects.

MK

Post Sun Aug 12, 2007 4:26 pm

Yes, I've been editing the EXE and dlls, but I've done only the ones that Dev had in his post and I've made sure it was right, they all work right. This side effect only happens with the vanilla battleships, all my other custom ones work fine and don't suffer from this. So it has something to do with them, I just can't figure it out.
Yes the ships handle well, I would like to keep them that way, the engine is fine, so if it isn't the engine, it would have to be ioncross changing something when I add the armor upgrade or adding/removing something from the cargo bay. However I am not able to copy the player file from ioncross, is there anyway to decode the FL file so I could post it?
This issue isn't a major problem as I am not hoping every player on the server will have a battleship, it's just going to be annoying kicking them to the base to have them buy a new one to fix the issue.
If it is a error with a DLL/EXE, which one do you think it would be?

BTW I've done editing with the common.dll, FL.EXE, FLserver.exe, and server.dll

Edited by - Question Asker2044 on 8/12/2007 5:31:12 PM

Post Sun Aug 12, 2007 5:48 pm

Did you use Ioncross to add the upgrades?

If so, did you make new and correct GAMEDATA files? Could be the problem if its mounting an engine instead of armour!

Look through the GAMEDATA files and find what you are adding, then check the Hash code for it using CRCTool to see if it is right. It may be saying one thing to you in English but sticking in a hashcode for an existing engine!

This problem of accelerating away is due to 2 engines being mounted.

It could be an upgrade item if they are designed incorrectly.

Sorry, its hard to help from here. lol

Post Sun Aug 12, 2007 7:03 pm

No this is all being done in-game.

Post Wed Aug 15, 2007 11:54 am

Can you post your upgrade items definitions for the items which are causing the problem?

Mine is in select_equip.ini and works fine...
<pre><font size=1 face=Courier>
[Armor
nickname = armor_upgrade_1
ids_name = 460092
ids_info = 491552
hit_pts_scale = 2
material_library = equipment\models\hardware.mat
DA_archetype = equipment\models\hardware\br_protective_armor.3db
volume = 4.000000
mass = 30
lootable = false
</font></pre>
and there is a corresponding entry in misc_goods.ini...
<pre><font size=1 face=Courier>
[Good
nickname = armor_upgrade_1
equipment = armor_upgrade_1
category = equipment
price = 100000
item_icon = EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\equipicon_armor.3db
combinable = false
ids_name = 460092
ids_info = 491552
shop_archetype = EQUIPMENT\MODELS\HARDWARE\br_protective_armor.3db
</font></pre>

Post Wed Aug 15, 2007 6:39 pm

Pretty much the same as you posted, it's with any armor upgrade. I am just going to play around with the DLL. and see if that helps as I am pretty sure that's what is causing the problems from marking out issues.

Ogu

Post Thu Aug 16, 2007 7:55 am

What edits did you make?

Return to Freelancer General Editing Forum