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Features, feedback and bug reports for FL Rebalance 3.01 ful

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Sun Sep 21, 2003 4:18 pm

can any 1 tell me of some good freelancer rebalence servers please

Post Sun Sep 21, 2003 5:34 pm

Hi guys and sory for the big delay but i was away for a very good reason...wedding+honeymoon(honeyweek in fact ).
and now for the answers...thanx g-shark, warlord, toco, thurmo and the others for the feedback and appreciation. I'll update my mod trough fileplanet since it goes super-fast:70-90k/sec for upload!!.
Gshark, i dunno the reason for the CTD's when you buy the ties in MP, maybe those blasters have no models in equipment\commodities? i'll check it out. the Damocles indeed is causing the CTD and i dunno why since it works in fightspace very well...and i did nothing to the TIE's models since they were added at the begining. About the level 3.bat, i'll see, dunno the reason yet but it may be the weapons_equip file.
Starnova: FL should not crash cause of the cuts of levelx.bat files. perhaps u hae older savegames, other mods installed or read-only files into your FL folder. in this case delete those saves and/or the FL folder, then reinstall FL.
Warlord B. i'm glad u like the mod so much, try going to EFA or the edge wolrds and work your way onto buying the new capships from 3.11 and u'll have the ultimate fun with each one...the Naginata, Tempest and Javelin are each formidable and beautiful in their own way. the problem in mission 13 is the m13.ini file: copy the m13.nrm onto m13.ini to solve this problem. look at it it should be about 65k big, not 13k as in OpenSP mode.

Post Sun Sep 21, 2003 7:24 pm

Whoa! Wedding and Honeymoon?!? MD! CONGRATS! CONGRATS! I was starting to feel that you left LR permanently.

MD, about those TIEs, I think it is the Admin software that they used on the Rebalance Server I play on. Checking out this prob now. TIEs are fine, just maybe not compatible with FL servers with Mod Admin capabilities.

Post Sun Sep 21, 2003 8:50 pm

Thanx G-shark. I'm back now and I already discovered why the level3.bat was causing CTD's. I'm gonna update the 3.11 version on Fileplanet soon, and i'll include this and other several fixes as well(there were other mismatches between the three bat files). i tested the game tonight in all modes: normal with and without cutscenes, at level 1, 2 and 3 of difficulty and in opensp in 3 levels of difficulty and it starts and runs normally.

Post Sun Sep 21, 2003 10:31 pm

well that www.michaelboewes.com/freelancer the rebalance 3.01 mod is not a full download even though it says so,its only a 9mb file which is a faulty directory anyway,is this right,has any1 else tried it or just me having this problem?

Post Mon Sep 22, 2003 5:13 am

Got 3.11 full working. Gotten directx 9.xx (newest version). Used the Level2.bat.

However had a desktop crash after destroying BB Westfalen in the Rheinland Systems.

Post Mon Sep 22, 2003 8:10 am

Hey MD, Having a problem with the Slipstream Ship. In the first person view, can't see any of the cockpit screens, just a white bar across the screen. Also can't change direction increase/decrease thrust. Seems to work OK in Third person view only. Also toscan ships in Bretonia space sometimes cause a CTD every now and again

Post Mon Sep 22, 2003 8:26 am

If u can't change direction on the Slipstream, try activating mouse flight mode(spacebar)....
The cockpit problem is cause of some missing file and will be fixed soon.

Post Mon Sep 22, 2003 8:52 am

LOL, looks like the Toscans are still a threat. WHen you see them, ppl, let them be! They have an ability to CTD.

Post Mon Sep 22, 2003 11:07 am

-> Disturbed1

the file on my page is 31,1 MB big and i and other guy´s don´t have problems to download it !!

greetings

---------------------------------------------------------
"I am Homer of Borg. Prepare to be Assimi... OHOHOH DONUTS !!!"

Post Mon Sep 22, 2003 12:17 pm

Maybe he is using a Download Manager. Either that or maybe your site does not support Download Managers?

Post Mon Sep 22, 2003 3:09 pm

Regarding the TIE's the only problem I noticed was a complete lack of the tie-related weapons to do anything ingame. No model, no shooting, nothing. And they had a habit of eating other weapons when you tried to mount them.

Is it just me or are the weapon's damage tables reversed? When I buy any weapon that states, for example 150 to hull and 80 to shields, in combat I'll eat through shields like nobody's business, but when firing on a ship that should only have 2000 hull and shields are already gone it barely does any damage if any at all. I've litterally flown practically into the exhaust from dozens of ships and unloaded six hardpoints in a long stream; shields exaporate but after thirty seconds of direct hits to the hull nearly no damage is done. As an extreme test I loaded the bounty hunter barracuda (HF) with six catapults and full ammo. Went out and picked on some corsairs in legionaries. After taking out the shields (which took 1 hit) I unloaded four full salvos on them, out of which maybe two individual missiles missed, and STILL saw no damage whatsoever to the hull. It took roughly 40 direct hits with the catapults before any damage was shown, and even then it was minimal.

Another thing that struck me as a bug. I forget the name of the ships, but for example in the SP storyline its the Y-wing looking ones that do most of the bombing runs against Willard station in California. These things have almost no collision boxes at all. It took like 10 minutes per kill for those things because nearly 90% of the shots that 'hit' them went straight through. The same went for every storyline encounter i had with them. The only shots that actually hit were the ones that hit the center of the junction of the Y.

Other than those small issues, very nice mod. Makes it feel like more of an accomplishment to upgrade to a better ship, especially in SP where the story forces you to higher areas before you can amass the cash for upgrades.

Edited by - Mane on 22-09-2003 16:12:29

Post Mon Sep 22, 2003 9:56 pm

Hi Michael,

I am writing a parser for FL ini files. I want to read some ini files and put them in to a database. I am just not happy with FLDatastorm.

Using your mod to test it I noticed some issues with shiparch.ini:
Line 5948: value for surface_hit_effects wrapps to next line. Same for next few lines
Line 7312 and 8018: section name is [Ship. No closing brachet.

Are you interested building some tool for mod testing? I am not intending to write another FLDatastorm, but more of a bunch of VBA routines to build an Access Database.

Right now I can easily build an equipment list (directly from ini file) in almost any format you want.

bluecat

Post Mon Sep 22, 2003 11:38 pm

Sry for doubting ur download michael,it is workin fine now,the problem was it was conflicting with a download already on my comp dont exactly know how but anyway i got the mod now and are waitin to get it running

Post Tue Sep 23, 2003 11:07 am

Ok, Mane and G-shark, I've discovered the problems with the TIE weapons(at last!) and i'll get it working into next version.
Mane, the damages are corectly displayed but some of the new custom ships flyed by the pirates or other factions are reluctant to hull damage because of the improper surface definition(.sur files). these are imported as i said before from existing FL craft and are not matching exactly the countour of the new ships. that;s why you miss much more often, since the auto-lock feature of FL always targets the central area of a craft.
G-shark, did u tried the Ghost from Fightspace. It's on Shinagawa station and a nice variant of the Awing, with 4 weapons but more maneuvrable.
BTW in v3.11 u have to start over in order to get missions vs the new EFA factions. their name does NOT appear into the mission offer though(not yet...)

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