Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

**Tutorial** Battleships made easy

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 10, 2003 2:26 pm

**Tutorial** Battleships made easy

I've seen that a lot of people who read the previous battleship tutorial had a lot of problems trying it, so this time round, i'll post a more comprehensive one.

Post Mon Mar 10, 2003 2:27 pm

Here goes:

1: Use the ini extractor downloadable from the lancerreactors website to extract the following files. They are shiparch.ini from the ships folder, engine_equip.ini, goods.ini, market_ships.ini, weapon_equip.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder.

2: Rename all the extracted files from (original file name).txt.ini to just (original file name).ini

3: Place this line inside the shiparch.ini file:
[Ship
ids_name = 237043
ids_info = 66584
nickname = or_dreadnaught_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Ordb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\order\or_osiris\or_osiris.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
explosion_arch = explosion_instant
fuse = o_osiris_fuse, 0.500000, 1
fuse = or_osiris_burning_fuse03, 0.000000, 17325
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 = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 3000000.000000
strafe_force = 300000
nanobot_limit = 100
shield_limit = 100
mass = 500.000000
hold_size = 1000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hit_pts = 69300
cockpit = cockpits\liberty\or_dreadnaught.ini
camera_offset = 80, 370
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
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
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

4: Now open up the goods.ini and place this line:
[Good
nickname = or_dreadnaught
category = shiphull
ship = or_dreadnaught_ship
price = 5
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = or_dreadnaught_package
category = ship
hull = or_dreadnaught
addon = ge_s_scanner_01
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_obat_engine_01
addon = sfx_rumble_battleship
addon = or_battleship_turret01, HpTurret_O1_01
addon = or_battleship_turret01, HpTurret_O2_01
addon = or_battleship_missile_turret01, HpTurret_O3_01
addon = or_battleship_missile_turret01, HpTurret_O3_02
addon = or_battleship_turret04, HpTurret_O4_01
addon = or_battleship_turret04, HpTurret_O4_02
addon = or_battleship_turret04, HpTurret_O4_03
addon = or_battleship_turret04, HpTurret_O4_04

5: Go to the engine_equip.ini and place this line in:
[Engine
nickname = ge_obat_engine_01
ids_name = 263888
ids_info = 264888
volume = 400.000000
mass = 10
max_force = 900000
linear_drag = 10000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine02
cruise_charge_time = 2
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

6: Now open up the weapon_good.ini and place this line
[Good
nickname = or_battleship_turret01
equipment = or_battleship_turret01
category = equipment
price = 50
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263379
ids_info = 264379
shop_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat

[Good
nickname = or_battleship_turret04
equipment = or_battleship_turret04
category = equipment
price = 50
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263382
ids_info = 264382
shop_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat


[Good
nickname = or_battleship_missile_turret01
equipment = or_battleship_missile_turret01
category = equipment
price = 50
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263384
ids_info = 264384
shop_archetype = equipment\models\turret\li_turret04b.cmp
material_library = equipment\models\li_turret.mat

7: After that go to the weapon_equip.ini and place this line:
[Munition
nickname = or_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 10000.500000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 3.500000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_turret01
ids_name = 263379
ids_info = 264379
DA_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 5.000000
muzzle_velocity = 1500
toughness = 2.500000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 1200

[LOD
obj = barrel
LODranges = 0, 1000

[Munition
nickname = or_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 140.799999
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 1.500000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_turret04
ids_name = 263382
ids_info = 264382
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.200000
muzzle_velocity = 1500.199951
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = or_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 450

[LOD
obj = barrel
LODranges = 0, 500

[Motor
nickname = or_battleship_missile_turret01_motor
lifetime = 1.875000
accel = 250.111099
delay = 0

[Explosion
nickname = or_battleship_missile_turret01_explosion
effect = or_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 1867.500000
energy_damage = 0
impulse = 0

[Munition
nickname = or_battleship_missile_turret01_ammo
explosion_arch = or_battleship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 30.375000
Motor = or_battleship_missile_turret01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 3500
seeker_fov_deg = 180
max_angular_velocity = 30.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = or_battleship_missile_turret01
ids_name = 263384
ids_info = 264384
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 0.500000
muzzle_velocity = 66.699997
toughness = 1.600000
light_anim = l_gun01_flash
projectile_archetype = or_battleship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 450

[LOD
obj = barrel
LODranges = 0, 500

8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to or_dreadnaught.ini and make sure that the insides only have this line:
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 50, 380
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

9: Lastly, go the market_ships.ini and look for the line li01. Replace that entire header and the column directly under it. It should look like this:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
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 = or_dreadnaught_package, 0, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = 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

Congratulations. If you've followed these steps correctly, you should have a maneuverable, fast, heavily armed and armored Osiris battleship. The armaments consists of two primary turrets that are slow to reload, long range, packs an incredible punch, and effects that look like the liberty cruiser's main gun, 4 rapid fire defense turrets, and a pair of dual firing missile turrets which fire high speed, high maneuverability missiles which pack a considerable punch. The 3rd person view as well as the turret view has also been optimized for a ship of this size. I will be considering other touches in the mod as I go such as fixed capital ship class shields, modified weapon effects and a more realistic mass to thrust ratio. One word of caution though, the size of the ship and its reduced mass means that being rammed by fighters would result in significant bouncing on your side and maneuvering through asteroid fields means constant bouncing around when fighters can zip through.

Post Mon Mar 10, 2003 2:34 pm

cool, i might try it once someone else has

Post Mon Mar 10, 2003 2:39 pm

ok finnaly all the info in one thread, lets plz keep the idea's/suggestions in the other battleship thread. keep this one nice and clean ^_^ Good job wanderer!

-------------------------

Post Mon Mar 10, 2003 6:25 pm

erm, is there any way you can just make this for download sot hat we can install it on our servers?

Post Mon Mar 10, 2003 7:21 pm

Actually... i really like it when the capital ships are slow Make it seem more realistic

Post Mon Mar 10, 2003 7:58 pm

Does anyone know [BaseGood codes for any of the outter systems? I would like to purchase the battleship somewhere in deep space, not in manhattan(base = Li01_01_base) ... That way I have to work for it..

Also, is there any way to make equipment buyable from the Unknown System planets? I'd like to be able to make that system harder, have some nice mod gear out there that would be very hard to get to... yet it would be very beneficial once you obtained it...

Post Mon Mar 10, 2003 8:23 pm

you could use bw01_01_base makes it appear somewear in the worderworlds, don't know were, but maby you like treasure hunts

Post Tue Mar 11, 2003 1:11 am

There's a thread around here with all the system info you'll need. Not sure where though. Its called system info (duh) or something like that. Oh yes, and the reason the battleship is so maneuverable is because of sp. Slow heavy cap ships really can't go where you want and more often thatn not, navigating through asteroid fields is impossible. With the current settings, its just difficult.

Edited by - Wanderer on 11-03-2003 01:15:32

Post Tue Mar 11, 2003 4:36 am

here are the battleship modded files.

they are just the files.. so you have to know where excetly where they go!


Download Here: http://home.cogeco.ca/~meng21/Battleship_mod.zip

Admin For Macross Saga Server.

Post Tue Mar 11, 2003 4:02 pm

Can anyone tell why it isn´t work in MP Mode?
The ppl that Startet the Server and editing this files al works(Buy,docking,leave etc) and send the files to the other ppl so that all have the "same version "
but they can join and if they leave the Planet they lost the server.
Why? All have the edited files.

Thx for answer

P.S.
If someone looks for Models in Lightwave format(to try or as example) from SW,ST or Bab5 take a look at http://www.b5tech.net/index.html

Post Wed Mar 12, 2003 4:56 am

A friendly warning.

If you decide to do this, make sure the server backs up the USER files as well. We did this on our server recently and negelcted to backup the player data. After playing with the big goofy ship for a spell, we decided it was too much like cheating and reverted the files. One or two of us still had the battleship in our game data files, thus crashing the server constantly.

Live and learn, so much for level 8 guns and a couple hundred thousand credits.

Post Wed Mar 12, 2003 6:42 am

For those that have tested this mod out, could you tell me what kind of fine tunings you want for it? This was one of the first successful experiments that i made and i had to sacrifice realism to test it out. I can fix most things now but i don't think i can make the ship dockable unless someone makes a breakthrough. I could probably make a short range repair turret though. So if you have any suggestions or recommendations let me hear it and i'll be working on it soon.

Post Wed Mar 12, 2003 7:32 am

My only thoughts were that it was a tad too agile for a cap ship (I was doing most of my combat in it from turret view anyway). It was a beast when it comes to firepower, but I liked that.

I loaded the mod in MP and it worked ok. I traded in a ship on an existing character that had already been twinked a bit. I did see a few strange things (could be due to my trading in another ship):

I showed no shield readout in the status bar, but it did show a shield equiped (icon appeared that of a mine, though).

When I purchased shield batteries, I slide the purchase bar over to max and it cleaned out my bank (almost 8000 batteries). I could not use then in space (as if I had no shield equiped).

Each time I exited the game, I got an "illegal operation" msg from FL (the server never flenched). But i was able to re-enter and re-up in that character/ship.

And as mentioned in the above post, I did have to delete that character from my MP files when I was done testing (but that was the purpose of that character anyway).

Fun mod, though.


I'd like to see somebody toss together a little VB program....something with maybe two buttons. You'd point it toward FL and load your mods in a folder on one side.....press the button and it would run a simple bat file to backup and swap the mod files into the game.....other button would revert (not all of us are coders by nature).

I guess there will have to evolve some stardardized form for mod for that to work.

Post Wed Mar 12, 2003 7:37 am

I thought it was fun to.. (same issue with the shields tho..)

As far as a "utility" for mods - here is one of the first attempts:

Return to Freelancer General Editing Forum