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**Tutorial** - Realistic Battleship settings

Here you find the different tutorials on editing and MODing Freelancer

Post Sun Mar 16, 2003 8:06 pm

Just to let you know, guys, my Mod Manager has both the original and realistic battleship mods included with it: FL Mod Manager thread

This way, you just have to click "Activate" to apply the mod

Edited by - IGx89 on 16-03-2003 20:06:59

Post Sun Mar 16, 2003 9:02 pm

there way to get this to work online with out clients needing anything to download??

Owner od server -=Canada Server 24/7=-

Post Mon Mar 17, 2003 2:49 am

To my knowledge, I have all the settings set exactly like you had 'em put down, but I guess I missed something to cause it to flip like such. I've tried changing just about everything there is to get it to stop, and it only flips vertically. Never flips left or right from impact. It's very strange. Thanks for your help

Post Mon Mar 17, 2003 8:01 am

Yes i too was wondering if there was a way to have this so only the clients who wanted to the battleship need to edit the ini. eg. i installed it on the server, but only those of us who want the battleship needs to have it installed on client machines.

couple of other questions

1)
Also, is it possible to change it to a system that doesnt usually sell more than 1 ship, that way it doesnt replace a ship on a planet?
I dont mind making a special trip.

2)
Is it possible to have the battleship as a port for fighters to dock? there wouldnt need to be interaction, just making it a moveable station basicly.

3)
Can it be possible to have it dock to the outside of stations like the frieghters do?

4) which line is it i need to edit to make it quicker to turn, as the AI has a real prob with docking. Unfortunatly, as i prefer it slow, after all its a battleship, but the AI drives me nuts after a while.

5)I keep getting hit by small fighters at nearly every second gate and spin around 180 each time, is there a way to stop this, its really annoying after the 3rd of 30th time. basicly making it solid to hit like a station?

thanks guys


One last thing i forgot.. there arent any engine sounds??


Edited by - Anach on 17-03-2003 08:16:42

Post Mon Mar 17, 2003 8:55 am

To my above.. would it maybe be possible to create a seperate system just for large ships or modify a system that doesnt have a shipyard?

this kinda takes away from the idea of not having each client install the files, but would at least allow only those people that know how to get to those systems access tothe large ships.

Post Mon Mar 17, 2003 10:13 am

In answer to your questions here are some answers
1: Yes but i have to find that particular system first
2: I've tried that but the system seems to require a different approach. If you can tell me how to edit the encounters to include battleships, I can test it out. I think i could make heal turrets though.
3: Yes but you don't get to go inside the station so theres no point.
4: Change this line
steering_torque = 250000000.000000, 250000000.000000, 250000000.000000
rotation_inertia = 2540999936.000000, 25806999552.000000, 638700032.000000
angular_drag = 4000000000.000000, 4000000000.000000, 4000000000.000000
The smaller the numbers the easier the turn.
5: Working on that but no solid answer yet. If you can find the settings they use for asteroids i could probably get a working solution.
6: There should be sounds. Your just not near enough to hear it just like the defense turrets.
7: System creation is not my specialty and is still in the experimental stage. Tell me how to make a complete black hole and i'll be much closer to completion.

Post Mon Mar 17, 2003 10:44 am

Well, I found a solution to the ship flipping, it involved making the nudge_force variable a fairly insane number. 2.5billion seemed to keep the ship from flying around everywhere, and still keep the able to enter trade lanes and such. You did great with the addition Wanderer Keep up the good work!

Post Mon Mar 17, 2003 10:55 am

Thanks for nudge tip. I was stumped for a while trying to figure out the cure for that. Ive now fixed the mod post out front. Do you have any ship requests? Or perhaps new weapons systems for the battleship. I've got this idea where i can create a plethora of new weapon systems for the battleship including rhineland style turrets and so on but am having trouble in the fx department. I'll improve there as i go along.

Edited by - Wanderer on 17-03-2003 14:04:20

Post Mon Mar 17, 2003 9:57 pm

Ive tried editing sounds, replacing and also putting in the lines from the standard freighter. but i still get no engine sounds for the battleship.. none at all.

weapons are fine. I have also checked to make sure those sounds actually exist.
which of course they do

Post Mon Mar 17, 2003 10:07 pm

here is the code from the gunship mod and otherships

rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
rumble_sound = rumble_gunboat
cruise_start_sound = engine_rh_cruise_start
cruise_loop_sound = engine_rh_cruise_loop
cruise_stop_sound = engine_rh_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire

though these lines are missing from the battleship. I did add them to try it out but still nothing. any ideas what could be going wrong.?
I get no engine sounds with the standard battleship mod code or with these extra lines

Post Tue Mar 18, 2003 12:00 am

Try putting this line instead
character_start_sound = engine_ci_freighter_start
character_loop_sound = engine_ci_freighter_loop
character_pitch_range = -30, 40
rumble_sound = rumble_freighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
Try changing the range of the three range lines. Might have something to do with it. Your going to get some odd sounds though.

Post Tue Mar 18, 2003 6:17 am

I feel stupid...I entered the text and everything...and I can't buy the ship or the weapons? Am I just looking at the wrong planet?

Post Tue Mar 18, 2003 6:25 am

Maybe. The planet is the capital of liberty. Planet Manhattan. The planet which you start of in SP. The engine sounds have almost been fixed. I'm not at my pc now so i can't post the corrections, but it will be ready in a few hours time and i'll post a new message informing you guys about it.

Post Tue Mar 18, 2003 6:48 am

It was an error on my part :-
I was wondering, once this ship is "finished" without the tipping and steering problems, and the sounds are back, could we maybe clean this thread and start a new one? or have the files posted somewhere?

Post Tue Mar 18, 2003 7:14 am

Tipping and steering problems? What kind of problems. Those should have been cleared up in the first release. Please clarify those problems so that i can help you with your problems. As for the files, the ones i got are experimental files. Very messy and full of bugs. Their a cocktail of every mod i've made and probably would make a huge mess of things. Once i have a little less mundane work to do and more free time i'll make some polished mod files for public use.

Edited by - Wanderer on 18-03-2003 07:22:17

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