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what''s up with the cruisers?

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 07, 2003 11:19 pm

what''s up with the cruisers?

instead; why not try the gunboatds first?

they are also more easy to do i think, since they are really just oversized freighters :p

but they do need shields :p

Post Sat Mar 08, 2003 1:20 am

I've fully implemented the rheinland Gunboat into my server. This thing is even more powerful than the liberty cruiser - but it can't take quite as much punishment.

Continued in next post.

Post Sat Mar 08, 2003 1:20 am

Added this to Shiparch.ini

;This is the Rheinland Gunboat, hope this works.
[Ship
ids_name = 237054
ids_info = 66607
nickname = ShanBoat
LODranges = 0, 150, 300, 450, 4000
msg_id_prefix = gcs_refer_shiparch_Rheg
mission_property = can_use_large_moors
type = GUNBOAT
DA_archetype = ships\rheinland\rh_gunship\rh_gunship.cmp
material_library = ships\rheinland\rh_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 1000.000000
;Hmm... that's a big hold... But it is the default
hold_size = 1000000
;It is a bit of a pansy as far as total armor is concerned though
hit_pts = 10500
fuse = rh_gunship_body_fuse, 0.000000, 1
fuse = rh_gunship_burning_fuse01, 0.000000, 2625
fuse = rh_gunship_burning_fuse02, 0.000000, 1313
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
linear_drag = 1.000000
;Handling here - left untweaked for the time being, will get back to this
steering_torque = 60000000.000000, 60000000.000000, 60000000.000000
angular_drag = 120000000.000000, 120000000.000000, 120000000.000000
rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000
nudge_force = 60000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
cockpit = cockpits\liberty\l_freighter.ini
;Added in this camera setting, seems to work OK for now.
camera_offset = 20, 200
camera_angular_acceleration = 0.25000
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
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
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

[CollisionGroup
obj = Rh_front_lod1
separable = parent_impulse = 0
child_impulse = 500.000000
debris_type = cap_ship_piece2
mass = 200.000000
group_dmg_hp = DpFront
group_dmg_obj = rh_gunship_dmg_front_cap
fuse = rh_gunship_body_fuse, 0.000000, 1
hit_pts = 10500
root_health_proxy = true

[CollisionGroup
obj = engine_lod1
separable = parent_impulse = 60.000000
child_impulse = 11.000000
debris_type = debris_vanish
dmg_hp = DpEngine
dmg_obj = rh_gunship_dmg_engine_cap
mass = 5.000000
fuse = rh_gunship_body_fuse, 0.000000, 1
hit_pts = 10500
root_health_proxy = true

[CollisionGroup
obj = Rh_cntrltwr_lod1
separable = parent_impulse = 0
child_impulse = 30.000000
debris_type = debris_vanish
dmg_hp = DpCntrltwr
dmg_obj = rh_gunship_dmg_tower_cap
mass = 200.000000
fuse = rh_gunship_body_fuse, 0.000000, 1
hit_pts = 10500
root_health_proxy = true

[Simple
nickname = rh_gunship_dmg_tower_cap
DA_archetype = Ships\rheinland\rh_gunship\rh_dmg_cntrltwr.3db
material_library = ships\rheinland\rh_capships.mat
mass = 5.000000
LODranges = 0, 4000

[Simple
nickname = rh_gunship_dmg_front_cap
DA_archetype = Ships\rheinland\rh_gunship\rh_dmg_frnt.3db
material_library = ships\rheinland\rh_capships.mat
mass = 5.000000
LODranges = 0, 150, 4000

[Simple
nickname = rh_gunship_dmg_engine_cap
DA_archetype = ships\rheinland\rh_gunship\rh_dmg_engine.3db
material_library = ships\rheinland\rh_capships.mat
mass = 5.000000
LODranges = 0, 150, 4000

Post Sat Mar 08, 2003 1:21 am

Added to Goods.ini

;New Gunboat
[Good

nickname = shan_hull
category = shiphull
ship = ShanBoat
;Price is there, tweak it for your needs
price = 500000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good

nickname = Shan_Package
category = ship
hull = shan_hull
addon = infinite_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = sfx_rumble_gunvessel
addon = ge_rg_engine_01
addon = rh_gunboat_turret01, HpTurret_R3_01
addon = rh_gunboat_turret02, HpTurret_R4_01
addon = rh_gunboat_turret02, HpTurret_R4_02
addon = rh_gunboat_missile_turret01, HpTurret_R4_03
addon = rh_gunboat_missile_turret01, HpTurret_R4_04
addon = rh_gunboat_turret02, HpTurret_R4_05
addon = rh_gunboat_forward_gun01, HpWeapon01
addon = SlowMediumYellow, HpRunningLight01
addon = SlowMediumYellow, HpRunningLight02
addon = SlowMediumYellow, HpRunningLight03
addon = SlowMediumYellow, HpRunningLight06
addon = SlowMediumYellow, HpRunningLight09
addon = LargeWhiteSpecial, HpHeadLight01

Post Sat Mar 08, 2003 1:24 am

And then we edit the market_ships.ini to let you buy it wherever you want. Go to the system you want to edit, find the station and proceed. I used manhattan - just so I could test it.

So it looks like;

;Find one with a 1 in the third column, then comment it out with a semicolon
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
;marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
marketgood = shan_package, 1, -1, 1, 1, 0, 1, 1
;I've added in mine, refering to the ship package and using the identical numbers as the original ship
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
lmarketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

Post Sat Mar 08, 2003 1:25 am

Hope this helps

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