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The content may be outdated and links may not be functional.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

** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Mon May 19, 2003 2:33 am

Geez, finally registered here.

Well, to summarize, been playing FL for about 3 hours more than a full week, and I beat it friday.. Havn't done any MP yet, still having fun seeing what can be messed with as far as editing...

and DAYUM, Rey, this mod rules. Been playing with it for only a day now, and I love it.

Interesting note, 2.0 5b; Buy a cruiser, say the Liberty Cr on Pittsburgh; then sell it off for any fighter, and LEAVE THE CRUISER ENGINE WITH IT.. it shows top speed as 1675 or whatever, and the fighter will be able to go 200 at full throttle, and afterburner will go a FULL 2500! (Trade Lane speed) this means that you can point any fighter in a direction, and hit the afterburner and immediately hit the engine kill switch, and you can cruise anywhere with your own integrated trade lane VERY fun in asteroid fields.. I realize this is probably not intended, and would certainly kill any balance of power in MP, as anyone with this engine could get away from any firefight, but it really helps for SP!

I've tested that with certainty on the Eagle, Valkyrie and Titan. Shouldn't be resulting from any other mod, as I've not had any other that messes with cruise speed, and even then, they aren't enabled through FLMM.

P.S. Where is the Liberty Dreadnaught and Nomad DB sold? I want to play with those baaad.

*Edit BTW, The engine 'bug* should be passed on to the guys working on the Star Trek mod/TC.. perfect for ships that should have warp drive..

Edited by - Rojo on 19-05-2003 03:38:21

Post Mon May 19, 2003 2:47 am

Was going to tell you I tested without other mods, and still had the Super Thruster/Shield problem, but Timmervargen beat me to it

Also, I noticed that if I unmount the frieghter thruster, it immediately remounts. Not a problem really, but when you launch, the thruster disappears (which is a problem). I had to buy myself a shiny new Order Thruster to replace it...

If you need any help beta-testing, I have am part of a small group of LAN users who are more than happy to play any new versions, and we are adept at finding faults....

Also (and this is for Reynen mainly, and anyone else authorised to answer), do you mind if I have a look at your code in order to learn how to mod... Also I may see something interesting to change (If I do I'll pass it on).

Also is it possible to incorporate the Mining Mod? I have tested it with the Reynen mod, and have found no problems running the two. Also the MP_Neutrality mod might be another nice addition...

Anyways, keep up the good work, look forward to hearing from you soon.

Post Mon May 19, 2003 2:52 am

IAmMarauder:

i don't see why you can't look at our code, but I'll let Rey make the final decision.

Rey:

I fixed teh TIEs! The correlian corvette was breaking them! go figure...

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website[!

Edited by - BobTheDog on 19-05-2003 04:13:45

Post Mon May 19, 2003 5:54 am

Ok gonna keep this short and sweet

I am actually releasing beta 6, mainly because this update is SO big it changed the game alot.

This update changes over 300 files now...

As for those who would like to look at the code, just download the mod and look through the files, I'm not hiding anything

Here is a summary for BETA 6. I need a couple more days to finish everything and to test out a few more bug fixes.

- Added 3 new guns
- Added 3 new turrets
- Added 1 new missile
- Fixed Shield Loot Bug
- Reduced missile ammo cost
- Fixed bug with cargo train
- Fixed mounts on Hammerhead
- Kusari has more ships for sale
- Increased % chance on loot drop
- Bretonia has more ships for sale
- Rheinland has more ships for sale
- Added Cmdr. Hall's TIE wav sounds
- Nomad gunboat will now use a thruster
- Fixed bug with freeport 2 docking ring
- Fixed bug with Yukawa Shipyard docking ring
- Cargo train will has had it's movement fixed
- Fixed mounts on Order battleship (thanks jan)
- Fixed bug with weapon platforms on mission 8 hp's
- Nomad ships will no longer blow themselves up.....
- Fixed bugs with some bretonia bases's docking rings
- Decreased shield generators HP from 3 mill to 1 mill
- Increased NPC's Lib dreadnaught & br battleship's hps
- Changed astroids files so that you now fly through them
- Removed ship vendor from stations that were not selling ships
- Finally fixed gunboat, cruiser, and battleship cargo problem! (thanks Vichama)
- Trent, Juni and King are sporting new looks, edit costumes.ini if you want to change outfits

I am still having problems finding and fixing that loot shield bug, I have it half fixed, but I need some help nailing it down.

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

Cmdr. Hall.

I am currently putting system development on paper. Once I have some systems setup I will send them to Rob. I will be able to focus on that once I release BETA 6.

I want to plan this out well so there are few bugs as possible. If I don't have stuff organized and specific, rob will ahve to guess what I want and I don't want that hehe.

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

Zim:

No one has found a solid cloaking solution. I really don't have the time to find one either. Perhaps int he future.

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

Timm:

I am glad you like the mod. I am also working on several solutions to your problems.

3. Astroids problem is fixed.
4. I will look into the minable map problem, first time I heard about it.
5. How did you fix the pilot bug?
6. Am aware and looking for a solution.

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

Frodo:

Can you please post the following info so I can add you to the server list

Name of Server:
IP addy:
Max Players:
Uptime:
Owner:
Email:

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

Cat92:

Glad you like it

You can see what weapons the damage do by looking at the readme file

You can also visit the website and look under equipment

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

Bob & Rob:

I'll email ya

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

Rojo:

You can find the answers to your questions by reading the readme or by visiting the website

Nice work around with the engines, I'll have to find a better solution

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

Iammarauder:

Aye I am having alot of problems fixing that specific bug. if you can help me nail it that would be very much appreciated

The reason that freighter thruster remounts is because it is "part" of the package in goods.ini. It is not suppose to be removed

As I said above with the code all you have to do is download the mod

Could you also explain this mining mod to me?? I am not familiar with it.

I am also experimenting with factions so you will see some special stuff soon with that

I plan on implmenting stuff where people can be a specfic thing, but it will take some time.

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

Also if you have been helping test this mod for awhile please let me know and I will add you to the dedicated tester list

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 19-05-2003 07:16:04

Post Mon May 19, 2003 10:17 am

cool rey ...thanks for hearing me...lol BTW speaking of factions....is it possible to create "custom" ones such as my Imperial Merc's Fleet? if its thiesable to pull off that is...let me know and when do you think you will have out B-6?

Battleship's?...ya we got that
server: All Freedom System2.0BETA5-b
IP:192.168.0.100

Post Mon May 19, 2003 12:44 pm

One small thought about handling, when I tried out the bretonia gunboat it had a larger turning raduis that the bretonia cruiser. Seemed so at least but I wont swear on it

Mwaha also found one kickass trade route, with freigt train it gives round 850K per trip. 4 tradelanes and 2 jump gates one way, takes like 15 min tops to do a full run

Speaking of freigt train good to know you are fixing the steering on that thing, have to do my trade run on autopilot
Also the thruster on it seems to be bugged, it drains waaaay to slow. Didn´t try it much though, was to busy trading but 5 seconds thrust only drained 1%

How I got the valk bug to appear or? *look more confused than usual*

Well now I´m off to get me a battleship

//Edit
Quick note on the Valkyrie, the discplaced pilot seem to be only in the cinematic. had a few 100K to spare so I bought a valk to test and it was just fine. As far as I can see the npc valks seem to be normal as well

Also 20 sec thrust on freight train only drained it down to 99%

The battleship westfalen in the hamburg sytem is without dockingrings

Oh one more thing, the bretonia and nomad gunboats are 100 cargo space short of what their infocards say (after reload that is
//End edit

Timmervargen
Of course I don´t claim to be sane, sane is just another word for "boring as dirt"

Edited by - Timmervargen on 19-05-2003 15:05:59

Post Mon May 19, 2003 5:00 pm

First off, wanted to thank Reynen and the rest of the team for all the work done, and to be done. We are really enjoying running and playing the mod on our server. However, as can be expected with a mod of this size, we have located a few bugs.

Before you release beta 6, can you please fix a couple bugs we've located on our server ?

Bug 1
The docking rings you placed at Dortmond Station actually are labeled as Bonn Station and really do take you to Bonn... lol

Bug 2
I know your trying to add a little realism by adjusting the maneuverability of the ships according to size, but it has made many of the larger ships nearly impossible to dock with trade lanes and bases as they continually circle over and over trying to get into position. It's also nearly impossible to dogfight with a Sabre or a Titan now... lol

Bug 3
There are still some problems with items tractored or left over from previous ships being shown in inventory while undocked, but unavailable/unlisted when docked. It's there in space, but in a station you cant mount or sell it. ( example would be like my current leftover missile turrets from selling my BS ) I cant get rid of them, but I have em...

Last, this isn't a bug, but a request. Please do continue to look into docking with Player BS's.

What the game really needs is a buyable base, so you could own more than 1 ship and store equipment. That however would require coding at the developer level I'm sure.

Keep up the great work, and again thanks...

CipheR
Madpenguin Freelancer Server

Post Mon May 19, 2003 8:19 pm

I am still enjoying the mod...still trying different ships and such...

I think I have found another bug, though I am not sure if it is merely a result of the turning radii of larger ships.

The Liberty dreadnaught, and possibly the other ships as well (wanted to try the cruiser, but can't finish mission 3 with that one, as per my email), can't dock with Benford Station. I was thinking of trying to fix it myself, but couldn't find Benford's information. Perhaps because of what happens to it...

But anyway...I guess that just means I pick up a dreadnaught earlier and then go hit Pittsburgh for a cruiser after mission 3. No biggie. Just more fun flying and blowng stuff up with my really big guns! And no one can say thats a bad thing...

JCD



If people who drink Bud Light don't like it, odds are its pretty good beer...

Post Mon May 19, 2003 9:05 pm

what exactly happens? are ya using the doking ring, or not? The docking rings were added for the BS as they can't dock with stations directly.

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website[!

Post Mon May 19, 2003 10:03 pm

Well, actually, Benford doesn't have a docking ring...neither does Mactan Base (I have just discovered). Now I am again stuck inside the asteroid with my cruiser. Well, all except my butt. The engines are sticking out nicely...hit rear view and shoot away at the attacking ships.

With a BS, when it comes time to dock at Benford in the Great Escape, it just sort of slowly creeps right past the station, so close as to bump a couple of times, and then the DOCKING at the bottom goes away. Hit the dock maneuver again, and repeat the process...

And the rings at Willard Station and BS Missouri deny docking for BSs.

Just a note, I guess.

JCD

If people who drink Bud Light don't like it, odds are its pretty good beer...

Post Mon May 19, 2003 10:10 pm

Hall:

At this time customs factions are not doable. I may find a way to do them soon.

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

Tim:

Cargo train has been fixed, I will look into the thruster issue.

I will also add the docking ring to that station and fix the infocards.

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

CipherR1:

I will fix the station bug.

Concerning the ship manuverability....I have gone over this before. A Sabre will not handle like a Dragon. If I made all the big ships easy to use there would be no reason to use the little ones. I can also dock a liberty battleship with trade lanes np. If you approach a trade ring at a steep angle, yes you are going to have problems.

Battleships do not turn like fighters. They require skill and patience to manuver. Approach a trade lane from straight on and you will have no problem.

Also you say the titan or saber are impossible to dockfight? I will be happy to demonstrate how well they actually dogfight. I assume you are running at FULL speed trying to catch up to a SMALLER enemy. It won't work. If you are in a sabre or heavy ship trying going about 100 or less. It will be MUCH easier to get your target. Yes you will take more damage, but they are made to take damage.

The smaller ones are made to evade it. That is price. Firepower over manuverability.

Try this manuver. Hit your afterburner then kill your engines. Turn around and fire at the enemy following you then hit your engine again and fly right past them and then repeat. Works very nice if you are using missiles.

If you aren't equipping at least 4 missiles on a sabre then you are not really using your ship effectively.

Just my two cents when using ships.

As to bug three I believe I have found the solution to the problem.

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

kcdick1:

I will add docking rings to benford as well as mactan. I don't see why willard and missouri would give you access denied on the rings, I have no problem using them.

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

Also on a side note after BETA 6 I will be pausing on this one for awhile until I finish my other one I have been working on. I just can't do this at the same time, I get confused and end up editing the wrong one.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 20-05-2003 00:50:06

Post Tue May 20, 2003 12:20 am

Tim:

What's the trade route?! I wanna do that! 850k... woa 0_o

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website[!

Post Tue May 20, 2003 12:30 am

Rey, you know, I went all over your mod website, searched forums and never even thought to look in the mod's directory to look for the ship locations in the readme

One other thing I noticed is that at least with the BS/cruiser engine, the actual cruise speed is still 300.. dunno if that is my system or not. Should be 400 now correct? Havn't tested that yet, but I am fairly sure that the cruise speed on the 'normal' engines is doing the same thing for me..

Side note with the cruiser engines, I'd say make an insanely-stupidly-high-priced engine with a high afterburner top speed for those people that manage to get enough money for it and can live long enough... otherwise, the engine can be made where it will only work on a cruiser, right? I know you've got weapons in there that work like that.. But PLEASE, don't remove it completely! I love having my own fighter go at trade lane speeds! hehe

Post Tue May 20, 2003 2:08 am

LOL bob!

850 is chump change...hehe try this route, this is one of my BEST routes.

Norfulk Shipyard - toxic waste - 125 - buy
Ld-14 Leeds - toxic waste - 1550 - sell
( NY, Magellan, Leeds )
Profit = 1425 per item

Ld-14 Leeds - MOX - Strokes Mining Station
( 1 trade lane away )
Profit = 72 per item

Strokes Mining Station - Niobium - Trenton Outpost
( Leeds, Magellan, NY )
Profit = 903 something ??

Total route profit per = 2400

Using Cargo Train = 1,200,000 per route.

NOW do you see why I won't go above 500 cargo spaces

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

Rojo:

The actual cruise IS 400, but I have not figured out how to change what is displayed. It seems hard coded somewhere. You are going 400 but it only displays 300. Check constants.ini if you don't believe me

Also engines cannot have afterburn. Only afterburners give boost speed.
I had to nerf the thrusters because people where abusing them.

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

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 20-05-2003 03:10:27

Post Tue May 20, 2003 2:24 am

over 1 mil?! sweet... gotta try this trade thing smetime....

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website[!

Return to Freelancer MOD Announcement Forum