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Transport Turrets Not Working

The general place to discuss MOD''ing Freelancer!

Post Tue Mar 04, 2003 9:01 pm

Transport Turrets Not Working

I've been trying to add more and more ships. The armored transport went in fine when I followed the method that others on this form had done it. However when it comes to the transports (the long thing that carry the cargo underneath them) I can't seem to get turret working on them.

The first time I put it in there were turret slots in the store but no weapon rating on them. Now there are no turret slots in the store, and I'm really lost as to why they showed up the first place.

Anyhow I have noticed that perhaps the transports have to used transport turrets. So I add them to a store. The turrets were added fine but still it says I have no hard points for the turrets.


Here is a snippet of my ini files.

shiparch.ini


I have the turret hardpoints commented out on this one, doesn't seem to matter if I enable them.

;This is a small transport

[Ship
ids_name = 237057
ids_info = 66611
nickname = getrans_transport
LODranges = 0, 200, 300, 2000
msg_id_prefix = gcs_refer_shiparch_htransport
mission_property = can_use_berths
type = TRANSPORT
DA_archetype = ships\utility\transport_small\transport_small.cmp
material_library = ships\utility\utility_transport.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
cockpit = cockpits\liberty\l_freighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 20
shield_battery_limit = 20
mass = 500.000000
hold_size = 2500
explosion_arch = explosion_instant
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
steering_torque = 50000.000000, 50000.000000, 50000.000000
angular_drag = 100000.000000, 100000.000000, 100000.000000
rotation_inertia = 60000.000000, 60000.000000, 60000.000000
nudge_force = 150000.000000
bay_door_anim = Sc_open
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hit_pts = 6500
camera_offset = 4, 90
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
;shield_link = l_freighter_shield01, HpMount, DpPort_sheild, DpStar_sheild
;hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpEngine01
hp_type = hp_countermeasure_dropper, HpEngine02
;hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
;hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
;hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
;hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
;hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
;fuse = intermed_atransport01, 0.000000, 650
;fuse = intermed_atransport01, 0.000000, 325
;fuse = intermed_atransport01, 0.000000, 217
fuse = transport_death_fuse, 0.000000, 1
fuse = intermed_damage_transport01, 0.000000, 750
fuse = intermed_damage_transport02, 0.000000, 375


goods.ini


I am using the frieghter hull as a base since I can't find anything to do with a transport hull in here.


;Added ship! This is a small transport

[Good
nickname = getrans_hull
category = shiphull
ship = getrans_transport
price = 10
ids_name = 12021
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db

;Added ship! This is a small transport

[Good
nickname = getrans_package
category = ship
hull = getrans_hull
addon = ge_kfr_engine_01, internal, 1
addon = ku_freighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark04_fr, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallGreen, HpRunningLight01, 1
addon = SlowSmallGreen, HpRunningLight02, 1
addon = SlowSmallGreen, HpRunningLight03, 1
addon = SlowSmallGreen, HpRunningLight04, 1
addon = SlowSmallGreen, HpRunningLight05, 1
addon = SlowSmallGreen, HpRunningLight06, 1
addon = SlowSmallGreen, HpRunningLight07, 1
addon = SlowSmallGreen, HpRunningLight08, 1
addon = SlowSmallGreen, HpRunningLight09, 1
addon = SlowSmallGreen, HpRunningLight10, 1
addon = SlowSmallGreen, HpRunningLight11, 1
addon = SlowSmallGreen, HpRunningLight12, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

Post Tue Mar 04, 2003 9:15 pm

Hmm, look for a special_loadouts.ini.
it should contain something like:
Try adding it with modifications to your loadouts.ini
[Loadout
nickname = large_transport
archetype = large_transport
equip = ge_s_scanner_02
equip = infinite_power
equip = sfx_rumble_ut_large
equip = ge_tl_engine_01
equip = co_transport_turret01_mark01, HpTurret_U1_01
equip = co_transport_turret01_mark01, HpTurret_U1_02
equip = co_transport_turret01_mark01, HpTurret_U1_03
equip = co_transport_turret01_mark01, HpTurret_U1_04
equip = co_transport_turret02_mark01, HpTurret_U3_01
equip = SlowLargeWhite, HpRunningLight05
equip = SlowLargeWhite, HpRunningLight10
equip = SlowLargeWhite, HpRunningLight11
equip = SlowLargeWhite, HpRunningLight12
equip = SlowLargeWhite, HpRunningLight13

Post Tue Mar 04, 2003 9:28 pm

Lol, thanks. I just figured it out and came back to post how I fixed it.
You are correct. I had neglected to look at the load out file.

Heres the line that fixed it.

hp_type = hp_turret_special_1, HpTurret_U1_01, HpTurret_U1_02, HpTurret_U1_03, HpTurret_U1_04, HpTurret_U3_01

Post Tue Mar 04, 2003 9:44 pm

For those of you that do have more ships in the game how have you gone about making them fly the way you want them too.

The cruisers work pretty well for me currently. The armored transports and smaller ships work fine as well. However again it comes back to the long transports. I've fiddled with the attibutes that effect the ships controls but can't seem to get the thing under control. Do any of you have transports in and flying with smooth control? If so can you send me your ini of one?

Am I just over looking another file again? doh. . .

Post Wed Mar 05, 2003 5:37 am

Well i haven't noticed anything wrong with the controls of mine

[Ship
ids_name = 237058
ids_info = 66612
nickname = my_large_transport
LODranges = 0, 300, 600, 4500
msg_id_prefix = gcs_refer_shiparch_stransport
mission_property = can_use_berths
type = TRANSPORT
cockpit = cockpits\liberty\l_freighter.ini
pilot_mesh = generic_pilot ;maybe don't need this
nanobot_limit = 10
shield_battery_limit = 10
DA_archetype = ships\utility\transport_large\transport_large.cmp
material_library = ships\utility\utility_transport.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
fuse = transport_death_fuse, 0.000000, 1
fuse = intermed_damage_transport01, 0.000000, 750
fuse = intermed_damage_transport02, 0.000000, 375
explosion_arch = explosion_instant
camera_offset = 8, 45
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
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
steering_torque = 1000000.000000, 1000000.000000, 500000.000000
angular_drag = 5000000.000000, 5000000.000000, 5000000.000000
rotation_inertia = 2424000.000000, 2424000.000000, 2424000.000000
linear_drag = 1.000000
nudge_force = 150000.000000
mass = 1000.000000
hold_size = 1000 ;1000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = l_freighter_shield01, HpMount, DpCntrl_twr
hp_type = hp_freighter_shield_special_3, DpCntrl_twr
hp_type = hp_freighter_shield_special_2, DpCntrl_twr
hp_type = hp_freighter_shield_special_1, DpCntrl_twr
hp_type = hp_turret_special_3, HpTurret_U1_01, HpTurret_U1_02, HpTurret_U1_03, HpTurret_U1_04, HpTurret_U3_01
hp_type = hp_turret_special_2, HpTurret_U1_01, HpTurret_U1_02, HpTurret_U1_03, HpTurret_U1_04, HpTurret_U3_01
hp_type = hp_turret_special_1, HpTurret_U1_01, HpTurret_U1_02, HpTurret_U1_03, HpTurret_U1_04, HpTurret_U3_01
;hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04
hp_type = hp_mine_dropper, DpPort_eng
hp_type = hp_countermeasure_dropper, DpStar_eng
hit_pts = 3000

I've just got problem's docking or mooring.

Post Wed Mar 05, 2003 8:39 am

Simple fix for that, change type = TRANSPORT to freigher and add that it can dock as a freigher (that is if it can squeese trough the docking ring)

Post Wed Mar 05, 2003 9:30 am

Yeah I figured out the ship naming issue. It was just the name. Frieghter works much better. Thanks for the tips. =)

Post Wed Mar 05, 2003 2:36 pm

great i just added it - but i cant get those cargo boxes under the ship, i'd like to give it one or two gun slots for rocket launchers and last i cant beam cargo flying around anyone knows how to fix that?

rest works great ... though its some kind of funny watching that huge ship landing on those tiny landing pads on the planets surfaces

Post Wed Mar 05, 2003 3:00 pm

Add this to the ship package to get the cargo pods

addon = cargopod_red, hpcargo01
addon = cargopod_red, hpcargo02
addon = cargopod_red, hpcargo03
addon = cargopod_red, hpcargo04

these are for red box one's but there are a few different types.

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