Sat Mar 01, 2003 12:09 am by S7ATiC
engine_equip.ini<pre><font size=1 face=Courier>[Engine
nickname = ge_pfr_engine_01 ;Pirate Freighter - the Muel
ids_name = 263701
ids_info = 264701
volume = 0.000000
mass = 10
max_force = 60000 ;48000
;formula for velocities/forces,
;where m is distance in meters and f is the outcome force, m * 600 = f
;72,000 is 120m/s, 60,000 is 100m/s, 48,000 is 80m/s
linear_drag = 599
power_usage = 0
reverse_fraction = 0.333333 ; 0.200000
flame_effect = gf_co_smallengine03_fire
trail_effect = gf_co_smallengine03_trail
trail_effect_player = gf_co_smallengine03_playtrail
cruise_charge_time = 0.1 ;1
;setting it this low pretty much eliminates cruise charge time,
;still takes time to get to stop speed, speaking of which...
;where the hell IS the cruise speed?
cruise_power_usage = 20
character_start_sound = engine_pi_freighter_start
character_loop_sound = engine_pi_freighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_pi_freighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_pi_freighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_bw_cruise_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60 ;distance in meters
outside_sound_cone = 180 </font></pre>
shiparch.ini<pre><font size=1 face=Courier>[Ship
ids_name = 237046
ids_info = 66591
ids_info1 = 66592
ids_info2 = 66608
ids_info3 = 66593
ship_class = 2
nickname = pi_freighter
LODranges = 0, 60, 120, 1000
msg_id_prefix = gcs_refer_shiparch_pirf
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = Ships\corsair\co_freighter\co_freighter.cmp
material_library = ships\corsair\co_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
fuse = intermed_damage_smallship01, 0.000000, 550
fuse = intermed_damage_smallship02, 0.000000, 275
fuse = intermed_damage_smallship03, 0.000000, 183
max_bank_angle = 15
camera_offset = 10, 47
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 100 ;15
shield_battery_limit = 100 ;15
hit_pts = 10000 ;2200
cockpit = cockpits\corsair\corsair_freighter.ini
pilot_mesh = generic_pilot
mass = 300.000000
linear_drag = 1.000000
hold_size = 3000 ;90
explosion_arch = explosion_co_freighter
;fuses added where damaged on ship
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
;'frog-ass' handling (so tight, it's water-tight!)
steering_torque = 6000.000000, 6000.000000, 6000.000000 ;54000.000000, 54000.000000, 104000.000000
angular_drag = 4500.000000, 4500.000000, 4500.000000 ;60000.000000, 60000.000000, 60000.000000
rotation_inertia = 1200.000000, 1200.000000, 1200.000000 ;16800.000000, 16800.000000, 16800.000000
nudge_force = 30000.000000
strafe_force = 30000 ;20000
strafe_power_usage = 5 ;2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
; from here on down, HP means 'hardpoint'
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
shield_link = pi_freighter_shield01, HpMount, HpShield01
;all this is modded, didn't record the origional
; just made all the mounts on it take all level 10 weps
; wanna try mixing hp_gun_special_ & hp_turret_special_ on the same hardpoint
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2 </font></pre>
st_equip.ini<pre><font size=1 face=Courier>[Thruster
nickname = ge_s_thruster_04 ;Advanced Thruster
ids_name = 263740
ids_info = 264740
DA_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
HP_child = HpConnect
hit_pts = 8000
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
; I have only a slight idea what these two impulses are
volume = 0.000000
mass = 10
max_force = 594000 ; 72000
;990m/s, as high as the in-game meter can show
particles = gf_br_largeengine01 ;gf_ge_s_thruster_01
; hehe .. looks funny on a sabre, still cool tho
hp_particles = hpthrust
power_usage = 0 ; 125
;400 or greater should be more 'appropriate'
; but I'm just using this for fast travel
lootable = true
separation_explosion = sever_debris
LODranges = 0, 20 </font></pre>
Where in the hell is the cruise speed kept? I've been looking everywhere for it!