1: Yes I verified the bug with the cruise speed afecting teh ashcroft mission. I will be reducing the cruise speed to 450,which seems to work.
2: Some people get errors activating FLMM with the DLL's. please make the entire EXE directory folder writable. I need to put this in the readme.
3: BOB, Thank you soo much!!! I can't believe I missed it HAHA. Ok I will be fixing the ship classes in the next version too. Actually the type effects how the ships uses the game physics to fly. Have to use freighters here for caps or they get all wacky.
4: Knight, I am working on it. I do not know where the variable for spawn loctions are stored. If I did I can change that. So there's a project for some of you.
5: I intended to release 2.0 beta today, but want to fix all the bugs with 1.6 If not today definetly by Wednesday, thank you all for being patient.
6: I have reduced the collision considerable. I am experimenting with the values.
7: Please be careful when taking battleship through astroid field...DO NOT use cruise with them in it. You will bound around like a pinball. You will need to truster in it.
8: Just an FYI, speed does effect the game dynamics alot, espeically with docking. I will be changing all ships to have a speed of 200 so they should get rid of alot of the problems.
9: I've roughly doubled the NPC loadout and damage. Pleae let me know if this is too much.
10: Figured out how to stabalize battleships shield. Due to the problem with their massive regen they will have just a tad higher then freighters. Otherwise they will be practially invinsable.
11: Viper, we talked in email. Please try those suggestions.
12: Cappe, I really glad you like it.
13. Figured out how to solve making the NPC's so fast. I will jsut reduce their engine thust to about 100-150. I will have to create a brand new engine for this.
14: Battleships now have their own infocards.
15: Michael Dan: Actually I had to modify everyship in the game Take a look at the ini's. I had to change them all to make their new loadout work. Problem is if I made the Player useable they would be way overpowered.
16: I've had to ajust the beam weapons usage. Right now you can use them without almost any power cost. Also the turrets beams where unbalanced too.
More to come later.
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Edited by - Reynen on 14-04-2003 22:39:16