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To Cold_Void

The general place to discuss MOD''ing Freelancer!

Post Fri Oct 05, 2007 12:35 am

To Cold_Void

E:\FL\Scratch\Source\Common\Constants.cpp(232) : *** WARNING: Unknown Constant definition: ANOM_LIMITS_MAX_VELOCITY_PER_PSI = 100

Did you get this Warning message on your server console too?
If so, what does this mean and can it be elminated?

Post Fri Oct 05, 2007 1:46 am

thats a value you add in Constants.ini, only modded servers can have this as vanilla doesnt

This line can be used in conjunction with drag modifer and torque values to simulate newtonian physics (to a degree, look at FLCE mod for a GOOD example)

Universal Modding Forums

Post Fri Oct 05, 2007 5:05 am

nice... emphasis... there... cheese on toast..grr

it works with 1.0 is all i know for certain ATM, as that is the EXE i have been using/patching. as far as what it means, it means that the server is not seeing that as a valid constant - it won't cause any errors in such cases, just spew a yellow (yellow = noncritical) warning.

p.s. speaking of newtonian physics i don't like them for this game anyways, i like semi-newton physics, not rip your hair out and smash your mouse with a hammer newtonian physics - my fighters are slippery and have a carving feel to them that i happen to like better than ye-olde-Asteroids control scheme

Post Fri Oct 05, 2007 9:32 am

The big worry is does the client also register it in their FLSpew, you see there are a lot commands in the game engine that don't get used. They probably worked in the early betas but after M$ butchered it they are now nothing more than space fillers.

Personally you can keep all of your fancy physics, I've found in a number of mods that fancy flight mechanics just don't work worth a f*ck, CV do you remember that seesawing I mentioned on your forum earlier this year, well Arghs toolkit is the worse case I've ever seen. Every NPC seesaws badly, every multiple class encounter is f*cked as the variations in the ship handling causes them to continualy fall out of formation. Why do you think I never got back to Alcander with his variable cruise speed, it causes the same problems, NPCs just can't control drastic alterations.
The AI is primitive and wasn't designed for what most of you want, yet nobody has redesigned it to handle your alterations, and until someone does your wasting your f*cking time even bothering.

**shuffles off with a new headache**

Post Fri Oct 05, 2007 2:11 pm

Cold_Void, you were right about it being a "yellow" warning message.
That's what I got on my server console.

aside from that,
I had one red error message relating to a failure to insert a base due to a data collision..but so far no crashes and for the life of me, I can't figure out what base that was.
Some other errors regarding missing body parts...
<span style="text-decoration: underline">was actually an intentional act</span> on my part and what I expected to see.
(Missing body parts due to experiments on Atka Reasearch Station...LOL)

Anyway, back on topic:
From what I can tell so far, something seems to have changed in the dynamics.
However, I'm not certain yet since I haven't tried this out with the large
capital ships yet. Largest I've tested so far has only been gunships and they seem more stable.

I wish I could dig into all the nasty details of the .exe ...
I'd bet if I could see them, I could get it sorted out.

Edited by - Rankor on 10/5/2007 3:13:23 PM

Post Fri Oct 05, 2007 8:25 pm

After having some unfortunate run-ins with hostiles...
aparently the limits_per_psi were ineffectual with respect
to the large Capital Class ships. (They went spinning)
However, Gunships and Small Cruisers did seem more resilient
against collisions.
I'll try loading up your mass figures on one of my largest ships:
(The Order: "Cleopatra" A Carrier Class) (this is the 3rd largest ship next
to the H-Fuel Transport and Uhmrah Starship.
Next in line is the Hammer_pb3 Outcast Battleship)
The Cleopatra was the ship being tested for spin out...well, bloody nomads sent her spinning.

Post Fri Oct 05, 2007 10:31 pm

well i didn't say they were perfect they are more resistant not completely resistant - if you are constantly moving it will be much more subdued, likewise you can accelerate out of a spin honestly my only other extensive experience with BS handling is Evo, and i know these numbers are a far sight better when it comes to colliding with asteroid fields npcs and players - not perfect but better

Post Sat Oct 06, 2007 5:45 am

Bejaymac, I can understand leaving the npc's alone in this matter. They act predictably as expected. However, my dilemma stems from player pilotable large capital class ships.

hmmmmm.....seems I remember seeing something in the npc pilots arena that may have related to colliding. I need to go check that out.

Post Sun Oct 21, 2007 2:33 pm

getting back to this one - the solution for NPCs behaving like noobish players by smashing into capships can be solved by applying the proper break-away/buzz-past/buzz-to distances/times/variances etc in pilot pop .ini

unfortunately the original file is a big stinking mess so its harder to correct than if you just had a few basic blocks with varying tactics for npc's to inherit, like arghs xml toolkit AI

Edited by - Cold_Void on 10/21/2007 3:37:43 PM

Post Sun Oct 21, 2007 7:26 pm

Yeah, that's the file I'm talking about. It does appear a bit messy...
but I have a feeling that this could probably solve the problem.
These ships are huge..and it doesn't make sense for npc's to buzz them
as though they're still looking at a standard fighter or freighter.

Personally, I'd like to see them "RUN" in screaming terror
when they see something THAT big coming at them.
Occasionally, that does happen...
but still they only "see" it as a ship
that just outclasses them and not as a monster.

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