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Interchangeable engines

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Post Mon Sep 27, 2004 1:58 pm

Interchangeable engines

Hi all,

I've searched the forums but can't find a reference on this so apologies if this has already been dealt with. I'm trying to make interchangeable engines and have started with the starflyer to see if i can get it working. I've managed to define the starflyer engine in the engine_good.ini file which is normally empty, and i have it showing up in the game with a custom icon, also i have it for sale at manhattan but the damn thing won't unmount. Now i know it needs a DA archetype defined and a mat library reference but i'm not sure where to find these for the engine like it's defined fpr powerplants which i already have working, any ideas anyone?

Gibbons power comes from bananas

Post Tue Sep 28, 2004 2:43 am

Having searched the forums some more i've found some references on the subject but none of them tell me what i don't already know. I've even found a shop archetype and hardware mat file recomended by Chips somewhere but i still can't unmount the thing...... GGGGGRRRRRRRRRR

Gibbons power comes from bananas

Post Tue Sep 28, 2004 7:04 am

Greetings, first off it is soo easy to make an engine like you already discovered...but...you can't sell em...its a hard coded thing....only power plants, scanners, tractorbeams are really the ony stuff able to be unmounted and bought and stuff. So making upgrades are easy to do...but engines are NOT sellable...sorry man...

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Tue Sep 28, 2004 12:59 pm

Mmmm, didn't Evolutions have engines you could swap about in 1.27?

Gibbons power comes from bananas

Post Tue Sep 28, 2004 1:12 pm

i think you were able to slap a new engine in...but sellin it again that i don't think was able to be done...but i haven't played that mod in forever.. i'll look it over though for ya....OH by the way, umm ask the creatoer of the mod...he would DEFINATELY know

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Tue Sep 28, 2004 1:20 pm

If i remember right you need to unequip the engine before selling it.
You cant sell equipped engines.

Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Tue Sep 28, 2004 9:25 pm

I'm working on the Privateer mod.
Upgrading engines was one of the better features of that game.
As far as Freelancer goes:
1) You can make upgradable engines that you can purchase.
2) You can make it so that when you purchase a new ship, it comes without an engine.
3) You can make it so that your engine gets blown off. (Better have a thruster!)
4) You can make it so that you can salvage an engine from wrecks, or ships you shoot.
5) You can mount more than one engine on your ship.

I know...
'Cause I've done all of 'em!

Unfortunately:
1) You can't unmount an engine currently on your ship!
2) You can't transfer an engine from your old ship when you purchase a new ship.
--a) see #2 above

All of the above I've done/tried.

For our mod, more than one engine on a ship is ridiculous.
(especially if you can't upgrade.)
And having to spend megabucks to buy a new ship AND a new engine is likewise ridiculous.
As is hoping you'll get your engine, but not your thruster, blown off, just so you can upgrade.
The end result was...
We removed the engine upgrades from our mod.

To make them...
Add your engine "Goods" into the Engine_Goods.ini, or even to Goods.ini
(Use the ST_Equip.ini/ST_Goods.ini files to see how it's done.)
Then add your engine's to the Market_Misc.ini to buy/sell them.
(Add them to as many, or as few bases as you like.)


Watch your 6!

Post Wed Sep 29, 2004 12:26 am

Ahh warzog, the very man. Thanks for the info, i already had the engines sorted with a custom icon and they were for sale, i was just stuck on the "can they be unmounted bit", but seeing as that's hard coded and they can't be, some of your suggestions are quite cool and i'll give them a bash. I'm gonna try to work them out for myself lol as it's more fun like that, least i'll know where i'm screwing up. Thanks for the tips people...

Gibbons power comes from bananas

Post Wed Sep 29, 2004 7:25 am

@warzog...might i ask how they can be blown off.....i suck with hardpoints and ship model stuff

thanks

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Wed Sep 29, 2004 4:47 pm

Hi Gibbon,
Hope u've got over the lack of progress on engines and escaped the Max Pain trip cos maybe theres a work around. Dunno if its practical but maybe the more experienced can help.
1. 2nd engine can be dismounted i think cos i had an unfortunate experience with a Millenium falcon on evo 1.27 I could'nt remount it
2. Is it possible to have 2nd engine remountable.
3. If it is then could the first engine be set very low power rename it a starter moter or something (possibly hide it like it normalliy is) and use the 2nd engine as the main drive which can be changed and replaced.

It's late and i'm knackered so maybe this is just xxxx nn

Post Thu Sep 30, 2004 2:46 am

@Kitihawk

LMAO, yes i feel better now, was only exercising my graphics card. The problem i've encountered and i checked Evoloutions as well is that you can't seem to unmount any engine, no matter how many you have. Only option is dump it in space or swap engines when landed at a base. I like the option of buying a ship without an engine, or have it shot off but it's all a pain in in the ass. Never mind, i'll find a use for those icons...

Gibbons power comes from bananas

Post Sun Oct 03, 2004 2:30 pm

@ warzog

Re engines/powerplants being blown off. I've added some hit points and an explosion resistance line to both the engines and powerplants of the starflyer as a test ship. They don't seem to fall off after some serious fighting, was wondering if this is because they're mounted internally? I'm after the powerplants being blown off more than anything...

Gibbons power comes from bananas

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