ROFL... yeah, when was the last time you tried going to the Digital Anvil website?
Anyway... The point here is that this is an AWESOME game engine... IMHO, it would only take a small amount of work from the development team to have servers send out server specific data when the client connects, as opposed to making the client have to download, and hack/install a mod. The Freelancer community would BLOSSOM if server ops could modify their servers with different universes, modified ships, etc. The thing holding the game back is having to download modified ini's if you want to connect to modified servers, and that's just stupid. It doesn't matter what internet connection you're on, sending over the data in the INI would only take a small amount of time.
Now, I realize that there's the potential for a MASSIVE amount of changes to INI's, especially when it comes to solar layouts and such... But heck, they could have solar information load up while we're going through jumpgates... They could load up base information as we're docking, etc.
A typical solar is about 150k. To load up a solar at 56k would take about 30 seconds. And once it was loaded, it could be saved to a temp directory for that specific server. That way, the files could be cached. When entering a system, the client would pass some kind of version number or CRC check on the already downloaded ini to make sure it was the correct version. If not, the server would send over the new one.
Bases are made up of several small files, all of which are under 1k. Typical docking time to a base is about 5 seconds, which should be PLENTY of time to transfer over ALL of the base information, even on a 56k modem.
Also, with regards to ships, they can be sent over when the client connects to the server. You don't have to transfer large model or texture files, so simply sending over the ini's associated with the ships would be enough.
Anyway... IMHO, doing this would GREATLY improve the longevity of Freelancer. After an initial product release, gamers always gravitate somewhere else for a bit, while the mod part of a community goes to work. The problem here is that the POTENTIAL is there to have a game which requires no client side modifications unless there are new graphics or sounds. Games that do not require client side mod downloads end up doing WAY BETTER than games that require client side mod downloads.