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3000k through asteroid fields???

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Post Tue Aug 21, 2007 3:30 pm

3000k through asteroid fields???

I have teks 5.34 and speed mod installed via flmm. in-game i have just purchased the whitstar very heavy fighter and have just attempted to 'cruise' though through an asteroid field at 3000k.......... *deafly silence*. needless to say...... help. i get bounced around like nobody's business!

does anybody have a hint of a mod thats compatible with teks5.34 that makes ships pass through solid objects?


Edited by - Jonesie85 on 8/21/2007 4:37:25 PM

Post Tue Aug 21, 2007 5:15 pm

I suppose you could use phantom_physics. That might do it for you.

Post Tue Aug 21, 2007 5:21 pm

phantom physics? pleae elaborate...

Post Tue Aug 21, 2007 5:25 pm

Go to the solararch.ini file and add the line phantom_physics = true to each asteroid entry. When going through the ini search for the term asteroid. Then add the line to any entry that is not a base.

To fine tune that even further, add it to every entry you find using that method that has the line type = NON_TARGETABLE in it.

So, for example you would change

[Solar
nickname = debris_large01
ids_name = 60247
ids_info = 60248
type = NON_TARGETABLE
DA_archetype = solar\asteroids\models\debriszone_large01.3db
material_library = solar\ast_debris.mat
LODranges = 0, 1500, 6000
solar_radius = 10
shape_name = NNM_SM_ROCK_ASTEROID
hit_pts = 999999961690316250000000000000000000.000000

To:

[Solar
nickname = debris_large01
ids_name = 60247
ids_info = 60248
type = NON_TARGETABLE
DA_archetype = solar\asteroids\models\debriszone_large01.3db
material_library = solar\ast_debris.mat
LODranges = 0, 1500, 6000
solar_radius = 10
shape_name = NNM_SM_ROCK_ASTEROID
hit_pts = 999999961690316250000000000000000000.000000
phantom_physics = true.

That "should" do it for you.

Robo

Edited by - robocop on 8/21/2007 6:26:42 PM

Post Tue Aug 21, 2007 5:57 pm

does it make it possible to pass through asteroids?

Post Tue Aug 21, 2007 6:36 pm

scratch that, i've just read that you can make ships pass through objects which is exactly what im after. do you know if where i should input that phantum code line?

eg: under every [ship entry and [CollisionGroup entry

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