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MOD: Real Space & Real Space Lite

Here you can find news, get help and comment about all the Mods and tools for Freelancer created by =EOA= Players Consortium, like the ?Freelancer SDK?, the ?Freelancer Explorer? and the ?Real Space Mod?

Post Sun Oct 26, 2003 9:24 pm

MOD: Real Space & Real Space Lite

REAL SPACE MOD

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Download & Project Information

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The Real Space project is designed to create a more realistic feel to the original Freelancer game. It accomplishes this by visual changes as well as feature changes in gameplay. This mod was built on four previously developed 'plugins' which when combined formed the basic package for this mod. From there certain features were modified and enhanced and many smaller changes added to create the Real Space universe.

Features: Full v2.2
- New lighting map for all systems
- Removed lens flares and sun spines
- Increased loot from mining
- Brighter lights for tradelanes
- Increased variety of ships in all space
- Ai uses standard shields
- Removed infinite power from Ai
- Added damage to ship explosions
- Upgraded the house ships in Liberty
- Updated infocards on Liberty ships
- New ship speed/cruise stats by class
- Removed weapon class requirements
- New economy with higher payoffs

Features: Lite v1.0
- New system backgrounds
- Removed lens flares and sun spines
- Brighter tradelane lights(optional)
- New system lighting map(optional)

Edited by - Louva-Deus on 7/23/2004 12:54:06 PM

Post Mon Oct 27, 2003 11:55 am

Cool. Brings a real EVE-ish quality to FL.

Post Wed Oct 29, 2003 8:27 am

I am new to the modding world so if any of my questions looks like a ... forgive me.
My question is : New Liberty v1.5 Alpha & Real Space v1.0 Alpha can be installed both as add ons to each other ?

Post Wed Oct 29, 2003 8:54 am

Well, i tried it and i don't really like it at all.

The AI seems to ram you alot in the normal game and it usually only did a little amount of damage depending on the ship ramming you, but with this mod, it makes it like 1000x harder.

The AI seems to use those nano things, which is good, but they i witnessed a BloodHound (Rogue Light Fighter) use up to 50 or so to repair the shields, now i know ships can hold different things, but i don't see how a ship in the New York System could hold 50 of those things.

I normally can take out 20 BloodHounds in a Starflier using Justice MkI Lasers with minor damage to the hull, but most of the time with no damage at all, but with this mod.

I can't take out 2 BloodHounds, since they ram you and you lose shields and 80% of your shields, while the AI ship is not damaged at all.

This mod has potential if you can make it fair to both the AI and the Player. (Noob, Vet and Pro Players)

So, until it is more fair or something better comes out, i am sticking to the normal game.

Post Wed Oct 29, 2003 2:55 pm

I love this mod. It looks so much more realistic now.
The harder AI the better I say. The npcs should have the exact same capabilities as the pcs. The only thing I can see is wrong right now is that the npcs can use one shield battery or nanobot at a time, but I dont know if that can be changed.

JamieKirby: I can easily take out two bloodhounds with the starting ship and equipment, they never ram me. And they use 10 nanos and 10 shield batteries, wich should not be a problem.

Post Wed Oct 29, 2003 4:54 pm

@iniochos - No they are seperate projects but I may combine them into 1.

@JamieKirby - It sounds like you are running several mods because no npc ships have 50 nano/bats in this project. The max any ship has is 30 and that is only Very Heavy Fighters. As for the shield thing.. just don't run into other ships I may set it back some to make it easier but it will still be harder than the original settings.

@hrulghin - The next version will replace all the npc shields with the same shields players make so they will also be able to regenerate making things more fair.

Primary Developer of the =EOA= Players Consortium

Post Wed Oct 29, 2003 5:39 pm

You need to put randomness into it. The enemy ships seem to use them at a specific point (about 3/5 drained shields, and just before damage point hull.)

They should use it more randomly rather than at this point, as it's unrealistic in the heat of battle. Especially with the beginning weapons it takes so long to take down 4 ships.

The universe may be going for realism but there is a limit, it needs to be a little brighter on the light side. Such a fricking big star and yet so little light on the close side.

Post Wed Oct 29, 2003 5:49 pm

For what i see its my choice.
What about the other mods. Is your project a simple add-on working with other mod or it is a mod itself ?
Sorry asking such questions but with all these mods, add-ons,re-skinning and so on i am bit confuzed.
Thanks again

Post Wed Oct 29, 2003 8:35 pm

Very good ideas here. Definitely a worthy addition to FL.
I really hope this can be combined with some of the other work out there which address other areas where FL had weaknesses. Slowly, ever so slowly FL is becoming the game I hoped it would be

Post Wed Oct 29, 2003 9:58 pm

@ReAction - I plan on adding some more settings for the repair rates based on pilot difficulty. As for the sun/light thing the only thing I can do about that is to set the color of the light coming off it to pure white.

@iniochos - It is a mod in of itself but can be used as an addon into someone elses project if they choose to do so.

If any of you have suggestions on things to go into this project let me know.

Primary Developer of the =EOA= Players Consortium

Post Thu Oct 30, 2003 2:14 pm

this mod is great, but i think that there should be some lights on stations or tradeline.
because if i look around i suddenly crash into them*g*

Achte auf deine Gedanken,
denn sie werden Worte.
Achte auf deine Worte,
denn sie werden Handlungen.
Achte auf deine Handlungen,
denn sie werden Gewohnheiten.
Achte auf deine Gewohnheiten,
denn sie werden dein Charakter.
Achte auf deinen Charakter,
denn er wird dein Schicksal.

Post Thu Oct 30, 2003 6:56 pm

The mod works great, I use it in tandem with OpenSP1.1 to collect scrap metal.

Post Thu Oct 30, 2003 7:16 pm

@BlackEagle03 - There are lights on things and it looks fine to me. Do you have your monitor brightness/contrast way down or something?

Primary Developer of the =EOA= Players Consortium

Post Fri Oct 31, 2003 9:33 am

Would it be at all possible to create some more different random missions. Its just that its incredibly boring playing the same random missions. I don't know how to mod so I don't know if this is possible or not.

Is it just me or does Freelancer lack something vital... To put my finger on it, its called 'how long it takes to finish the single-player campaign. Cause after that its boring. Try introducing some spice to it. Something to do after you finish the single player game. I know its a big ask but think of the ratings.

How about Battleships, of course we're talking real expensive and of course you'd need the required level. I don't think Nomad battleships are a good idea because it seems a little unrealistic in that I can't see humans flying around in alien ships, they probaly wouldn't know where the forward button is. And as this a mod which tries to make Freelancer more realistic...

Hmm, these are some pretty big asks, and you probaly won't bother to do them, but Freelancer needs theses things!

Email me if you want! [email protected]

Post Fri Oct 31, 2003 2:51 pm

I like the modification to the sun images, though I must disagree with the system lighting changes.

Starting in New York and coming from behind Manhattan, the eclipsed sun looks fabulous and very realiststic. But when moving between the sun and other objects, the light reflection from the object is way below what it should be.

All objects in space, regardless of composition (except maybe obsidian) will reflect sunlight. Look at Jupiter and Saturn - very far away and very bright and colorful.

Likewise, the tradelane rings and stations should be more reflective on the sun side.

New London? It's darker than Carlsbad Caverns with the lights off. I think you get the idea.

As for the tradelanes, I am not sure what modification was done. When I first read the info on this mod, I mistakenly thought someone had finally turned up the lighting beacons for the tradelanes - something that it really needs.

You would think with all of this advanced technology they would have installed tradelane beacon lights with more than 60-watt light bulbs. :-)

I think you are on the right path, though we just need to weed around the edges a little.

I did notice a fair amount of crispness to the images in space which I thought was appropriate, though the lighting is definitely an issue.

As far as the AI bots/batteries goes, that too is a good idea though early in the game would not be the best place to throw that one in since early players do not get much more than potato guns to use (with normal SP mode - no other mods).

I definitely would like to see more work on this mod, it has serious potential.

Thanks, whining over - go back to your regularly scheduled program.

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