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Chips SP mods

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

Post Tue Nov 18, 2003 9:59 pm

let me get this straight
if i download the solararch.ini file at the top of the page then i can dock through mooring points and docking rings?
or just mooring points?
or just docking rings?
please tell me what that file does and what happens if i dont download it

Post Wed Nov 19, 2003 12:20 am

Ok I figured out what the "cannot find shieldgenerator" error was in the xml script...it wasn't actually the script. It was the bloody 1.1 patch from Microsoft.
I reinstalled but didn't install the patch and it worked fine.

I'm getting really weird messages when docking with stations...like it will tell me dock with dock 3 and then my ship actually docks with dock 2...will the solarach.ini fix that along with the camera views?

Post Wed Nov 19, 2003 12:38 am

Hey Chips, your mod was great, but i had 2 problems.I got a liberty B. Ship and flew around a little.then i stoped at baltimore shipyard 2 repair. But i needed SB's and NB's so i used JoeBoomz Char. Editor.then i fired FL back up. i got my stuff and launched. then i started flying at 700 speed. so i turned off the game and fixed up the mod, but the mod doesn't activate. what's going on?
Please answer!

P.S. your mod was great otherwise

take the sabre and kill the police, thats MY life...

Post Wed Nov 19, 2003 6:48 am

<quote>Hey Chips, your mod was great, but i had 2 problems.I got a liberty B. Ship and flew around a little.then i stoped at baltimore shipyard 2 repair. But i needed SB's and NB's so i used JoeBoomz Char. Editor.then i fired FL back up. i got my stuff and launched. then i started flying at 700 speed. so i turned off the game and fixed up the mod, but the mod doesn't activate. what's going on?
Please answer!</quote>

This is because you allowed it to place a standard engine on your ship (I take advantage of this regularly with my Bretonia and Rhineland gunboats ) As for the mod not reactivating, I have no clue.

Okay, I cannot dock with, or start out at the Battleship Yukon in the California system. Everytime I try, the game crashes to the desktop. Has anyone else had this problem?

Oh, and while I'm here, isn't Freeport 7 supposed to be in the Sigma 17 system? I flew all around that place looking for FP7, only to find Atka Research Station, Planet Kurile, and the wreckage zone where FP7 used to be...



Edited by - Rei Seigikan on 19-11-2003 06:53:05

Post Wed Nov 19, 2003 8:27 am

Chips, you can actually change it. I did it when i was modding within fl then and i only have the Slipstream/Black Specter then. I even managed to change juni's ship and King's Ship in the Movie. all movies except for the last part and the ending movie.

i'll look into this again and figure out what i edited and i will give you the script if ever i manage to restore the very same ideas then....

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Wed Nov 19, 2003 8:32 am

I have that mod but it has errors for now due to too much editing and trying to be so cocky about it hehehe. But anyway i can make the mod run again....

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Wed Nov 19, 2003 10:11 am

Excellent mod, no CTDs and a lot of fun.
But i've found an error: with a Large Train yuo can dock at Freistadt Base - but you can't leave the station. The ship is stuck in the station itself - no way to get out. (Use the mod's update, FLMM 1.2.1 beta 6). Fortunately I had a saved game at Leipzig.
It's a lot of fun to fly through all neutral sirius with a Large Train (1600 niobium from FP 10 to Leipzig make a LOOOOT of credits - no more worries about paying your rent, Trent !! : ).
Off course it makes sense that a Large Train can't dock at small bases (Falkland e.g.). But the NPCs DO go there. I "asked" some flying Large Trains and they gave me several times information about their destination (or starting point) where I could not dock. But at other comparable rather small bases i COULD dock (Darmstadt Depot e.g.)
Are these inconsistencies in the mod ?

zazie

PS: If you would like to see something really funny go to Solarius Station and wait for a Large Train to arrive there. The ship seems to dock - at the very tip of the stations antenna - and there it hangs and hangs like a wet towel LOL



Edited by - zazie on 19-11-2003 10:13:34

Post Wed Nov 19, 2003 2:55 pm

Oh - hmm. Well - the docking parts are tricky. I mean that kinda nicely - lol. Thought i didn't change freidstat - as you shouldn't be able to dock there at all i thought. Opps...my bad. Its tough trying to make some and not others dockable - and its even tougher now that i have made them available at shipyards - as it means another load of bases now need the same treatment. The simplest way was to just slap all the ships on planets - then just do the moor mount and dock ring. that way there is never any probs at all - and everyone is kinda happy. Personally - for MP games i think that is the best way of doing it, as then soem people coould literally be the ferry guy for capships etc, and just hang round taking peoples cargo down to the planet and bringing up fresh.........that would be cool! LOL. Anyways - getting ahead of myself again. Dammit. Hmm - will work some more on docking. I am fairly lazy when modding, i mod lots and lots, but as soon as something works well, then i leave it -so i haven't really worked on camera problems and other such problems yet as it worked........lol

S'pose best do some more investigation then - however, i have alot of things (mods) going on right now! LOL

Post Wed Nov 19, 2003 3:04 pm

wow - okay, the solararch at the top there is for poeple who don't have the newer ship pack version (where ships are now available at shipyards instead). the reason for this is that basically - i had complaints about docking probs. So - it means you can only dock at planets. You dock to the planet through the mooring point, but i cannot remove the docking ring as the NPC's use this (its also specified in storyline too). Therefore - you still leave through the docking ring - which has the ghost effect (phantom physics). So - only download if you wish to only be able to dock at planets. If you ahve the new shippack extensions (my website) then you will get stuck when launching from anywehre except planets (as the ships are available to buy at shipyards only).

Docking has, and always will be, a problem until someone can make the moor sequence go from cinematics to the landing pad. Right now, it will leave you waiting to get taken to the planet. I have no idea how that would be done.

There are other fixes to the docking, but that involves removing some lines so ONLY the moor points are used. This kinda works for most stations - but not all. I can do that, but poeple then complain that they want to dock the original way. Its trying to keep half happy, the other half happy, and having everyone grumble really.

Crash to desktop when launching from a battleship? Sounds like an encounter outside isn't ideal more than ship probs - so what mod and exactly what do you have etc etc. I might accidently put in a base that is storyline only - so you launch from a base that aint there (i didn't think i did though - oops).

Now - i can fix bases so that you only moor - but that keeps cinematics for launching. I might try working on this.I dunno - its tough to please everyone !! LOL

Firebase - did you edit teh thn files for the missions? That is what i tried to do, but i am sooooo bad at doing that (not really sure what i am doing, so its fumbling)!

Post Wed Nov 19, 2003 4:16 pm

I have to check my ship pack versions, but I don't think I messed them up. As I only play SP I'd like to insist: I don't care about docking at mooring point and leaving through the docking ring. I think it's more important than you are able to dock even with big ships at those stations where you can make maximum commodity profits.
But as an idea:
IF a mod manages to keep brought-in commodities in the store (even after leaving the station/planet/base) AND offers a variety of ships THEN ferrying could be a nice option in SP.
Example: you collect cheap diamonds at solarius and bring your ship full of them to Planet Stuttgart. Repeat that as many times you need to fill up the cargo space of a NEW freighter.
But i have no idea if this can be done by a mod or if it's hard coded.

Post Wed Nov 19, 2003 7:39 pm

Hello , Chips !

I have a prob wth the open SP addition mod.It cannot be activated wth the Open Sp mod and wth the Storyline version too.That takes all the fun out of the mod (allmost ) Do you have a solution ?

Obi ...(the guy here to respect you when no one else will )

Post Thu Nov 20, 2003 12:00 am

So i can't use the char. editor is what u mean correct?

take the sabre and kill the police, thats MY life...

Post Thu Nov 20, 2003 1:03 am

Okay - i assume that u cannot activate Joeboomz, i haven't tried or testing it at all. If you modded the equip - then god knows what happens - lol.

As for the conflicting mods. Erm - my storyline mod you mean? It isn't designed for this, and to be honest, my storyline mod wasn't even supposed to be in the bundle package at all, as its not done! At all! LOL.

It should work fine with just OpenSP and Additions, or just the story and additions (it will work - but you cannot go till after story!). Either way, only those two will work. now it might say that there are clashes, but that just means you have to use restore backups at the end of the process, as dll files won't clash and neither will anything else in there.

These mods won't work with all mods, mainly as some change the same things. Just like my next mod, which should be good, won't work with either of these two. Perhaps later i will make it semi compatible, but for now, its making the mod for its mod sake, then working on compatibility once its stable. Add that to sorting out myserious crashes that were never spotted before in my TEMP mod, and its trouble time for my social life - LOL

Post Thu Nov 20, 2003 1:17 am

could u make a open sp mod for beta 5? (it worx much better than beta 6) u could dumb it down a bit though? (like no b. ships)

take the sabre and kill the police, thats MY life...

Post Thu Nov 20, 2003 1:25 am

probably, but why won't the m0d work? oh i think i know why i flew that fast, it said i had infinite power, maybe it gave me "infinite engine" or something. please answer.


P.S. how do u guys get rankings? (being a recruit is no fun )

take the sabre and kill the police, thats MY life...

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