Working cruiser w/explanations
I've annotated it where it was interesting.
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added to shiparch.ini
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[Ship
; semicolons are comments, use them
ids_name = 237031
ids_info = 66565
; note nickname - this is how we refer to this 'ship object' later
nickname = nox_cruiser_ship
LODranges = 0, 200, 400, 600, 1000, 6000
msg_id_prefix = gcs_refer_shiparch_Libc
; did this for fun. AI can't handle the ship though - never docks
mission_property = can_use_large_moors
type = CRUISER
DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 5000.000000
hold_size = 500
hit_pts = 43300
explosion_arch = explosion_instant
fuse = li_cruiser_body_fuse, 0.000000, 1
fuse = li_cruiser_burning_fuse01, 0.000000, 10825
fuse = li_cruiser_burning_fuse02, 0.000000, 5413
; This determines what the ship effects are when shot.
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
; turning and movement
; how much to bank when turning
max_bank_angle = 15
steering_torque = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
strafe_force = 200000
;
nanobot_limit = 100
; wanted to use 0, but 0 bugs out. We are a cap ship, don't get to use bats
shield_limit = 10
;
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
; camera
; big problem - haven't figured out how to change camera settings for
; turret mode so turret mode looks like crap
cockpit = cockpits\liberty\l_freighter.ini
; first number is Y offset, second is radius
camera_offset = 20, 220
camera_angular_acceleration = 0.025000
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
;
; equipment
; Hp stands for 'hardpoint'
; format is :
; hp_type = <item>, location, location, ...
; Engine Mounts
; Clever thing here - all our engine mounts can hold one of these 4 things
; so you could have 4 shields, and nothing else or 4 boosters...
hp_type = hp_mine_dropper, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_thruster, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_countermeasure_dropper, HpEngine01, HpEngine02, HpEngine03, HpEngine04
;
; this line tells us which 'hardpoints' to total for shield power
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_10, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_9, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_8, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_7, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_6, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_5, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_4, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_3, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_2, HpEngine01, HpEngine02, HpEngine03, HpEngine04
hp_type = hp_freighter_shield_special_1, HpEngine01, HpEngine02, HpEngine03, HpEngine04
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added to goods.ini
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[Good
; this is a ship_hull object
nickname = nox_cruiser
category = shiphull
; notice we refer to our ship object here
ship = nox_cruiser_ship
price = 550000
ids_name = 12018
; this doesn't work, we don't have an icon for it
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba
[Good
nickname = nox_cruiser_package
category = ship
; notice we refer to our ship hull object here
hull = nox_cruiser
; these 'addons' are hardcoded objects that the ship gets
; for the cruiser we are going to hardcode the turrets and whatnot
; format is
; addon = <item/effect>, <location>, ?
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = ge_bfr_engine_01, internal, 1
addon = br_freighter_power01, internal, 1
addon = LargeWhiteSpecial, HpHeadlight01, 1
addon = LargeWhiteSpecial, HpHeadlight02, 1
addon = SlowLargeBlue, HpRunningLight03, 1
addon = SlowlargeBlue, HpRunningLight06, 1
addon = SlowlargeBlue, HpRunningLight08, 1
addon = SlowlargeBlue, HpRunningLight09, 1
addon = DockingLightRedSmall, HpDockLight01
addon = DockingLightRedSmall, HpDockLight02
addon = contrail01, HpContrail01
addon = contrail01, HpContrail02
addon = contrail01, HpContrail03
addon = contrail01, HpContrail04
addon = li_cruiser_forward_gun01, HpWeapon01
addon = li_cruiser_turret01, HpTurret_L5_01
addon = li_cruiser_turret01, HpTurret_L5_02
addon = li_cruiser_missile_turret01, HpTurret_L5_03
addon = li_cruiser_missile_turret01, HpTurret_L5_04
addon = li_cruiser_turret01, HpTurret_L5_05
addon = li_cruiser_turret01, HpTurret_L5_06
addon = li_cruiser_turret01, HpTurret_L5_07
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added to market_ships.ini
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in market ships.ini, comment out one of the existing lines with a "1" in the third column (meaning that ship is sold there) and replace with :
marketgood = nox_cruiser_package, 30, -1, 1, 1, 0, 1, 1
(marketgood = nox_cruiser_package, 1, -1, 1, 1, 0, 1, 1) if you want to buy it at level 1.
for example, replace
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
with
marketgood = nox_cruiser_package, 30, -1, 1, 1, 0, 1, 1
and voila!
I had fun flying around scaring pirates. It's funny when the NPCs run scared.
- nox
No good deed goes unpunished