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Flight problem
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I made a little mod of mine that I like to play in SP but I have a problem...one of my ships won't avoid the debris and asteroids in debris fields and so....If I set a waypoint in the middle of the debris field my ship goes straight into the obstacles....What can I do to fix this?...it is anoying...pls help!!!
[Ship
ids_name = 0 ;GENERATESTRRES("Ebon Hawk"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT/><PARA/><TEXT>Guns/Turrets: 6/0</TEXT><PARA/><TEXT>Armor: 70000</TEXT><PARA/><TEXT>Cargo Holds: 70000000</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 300/300</TEXT><PARA/><TEXT>Optimal Weapon Class: 9</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT>Additional Equipment: M, CM, CD/T</TEXT><PARA/><PARA/><POP/></RDL></xml>"
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Ebon Hawk</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The Ebon Hawk</TEXT><PARA/><POP/></RDL></xml>"
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL></xml>"
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>6/0</TEXT><PARA/><TEXT>70000</TEXT><PARA/><TEXT>70000000</TEXT><PARA/><TEXT>300/300</TEXT><PARA/><TEXT>9</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT>M, CM, CD/T</TEXT><PARA/><POP/></RDL></xml>"
nickname = ebon_hawk
ship_class = 2
type = FREIGHTER
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Libf
DA_archetype = Ships\Ebon Hawk\ebon_hawk.cmp
material_library = Ships\Ebon Hawk\Ebon.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Ebon Hawk\bh_elite2p.ini
max_bank_angle = 15
camera_offset = 15, 65
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 300
shield_battery_limit = 300
hit_pts = 70000
hold_size = 70000000
explosion_arch = explosion_li_freighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 2
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
;-- hp_type = hp_torpedo_special_2, HpTorpedo01 ; Cruise Disruptor Hardpoint
;-- hp_type = hp_torpedo_special_1, HpTorpedo01 ; Torpedo Hardpoint
HP_tractor_source = HpTractor_Source
fuse = intermed_damage_smallship01, 0.000000, 900
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 300
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_turret_special_10
hp_type = hp_turret_special_9
hp_type = hp_turret_special_8
hp_type = hp_turret_special_7
hp_type = hp_turret_special_6
hp_type = hp_turret_special_5
hp_type = hp_turret_special_4
hp_type = hp_turret_special_3
hp_type = hp_turret_special_2
hp_type = hp_turret_special_1
hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
linear_drag = 1
mass = 1000
steering_torque = 74000, 74000, 190000
angular_drag = 60000, 60000, 60000
rotation_inertia = 17800, 17800, 17800
nudge_force = 30000
strafe_force = 270000
strafe_power_usage = 1
don't laugh when u see the hit points and cargohold...I play this mod only in SP....FL is my stress pill so I want to enjoy playing it a lot
oh yes a suggestion....try copying this into your shiparch....you will like the way the ship tends to sway or do a float like movement when u turn...it is more realistic...oh yes use it on a freighter like ship u will like...i god this ideea after watching a KOTOR cutscene)
linear_drag = 1
mass = 1000
steering_torque = 74000, 74000, 190000
angular_drag = 60000, 60000, 60000
rotation_inertia = 17800, 17800, 17800
nudge_force = 30000
strafe_force = 270000
strafe_power_usage = 1
Edited by - Nym182 on 11/30/2006 1:31:42 PM
ids_name = 0 ;GENERATESTRRES("Ebon Hawk"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT/><PARA/><TEXT>Guns/Turrets: 6/0</TEXT><PARA/><TEXT>Armor: 70000</TEXT><PARA/><TEXT>Cargo Holds: 70000000</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 300/300</TEXT><PARA/><TEXT>Optimal Weapon Class: 9</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT>Additional Equipment: M, CM, CD/T</TEXT><PARA/><PARA/><POP/></RDL></xml>"
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Ebon Hawk</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The Ebon Hawk</TEXT><PARA/><POP/></RDL></xml>"
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL></xml>"
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>6/0</TEXT><PARA/><TEXT>70000</TEXT><PARA/><TEXT>70000000</TEXT><PARA/><TEXT>300/300</TEXT><PARA/><TEXT>9</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT>M, CM, CD/T</TEXT><PARA/><POP/></RDL></xml>"
nickname = ebon_hawk
ship_class = 2
type = FREIGHTER
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Libf
DA_archetype = Ships\Ebon Hawk\ebon_hawk.cmp
material_library = Ships\Ebon Hawk\Ebon.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Ebon Hawk\bh_elite2p.ini
max_bank_angle = 15
camera_offset = 15, 65
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 300
shield_battery_limit = 300
hit_pts = 70000
hold_size = 70000000
explosion_arch = explosion_li_freighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 2
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
;-- hp_type = hp_torpedo_special_2, HpTorpedo01 ; Cruise Disruptor Hardpoint
;-- hp_type = hp_torpedo_special_1, HpTorpedo01 ; Torpedo Hardpoint
HP_tractor_source = HpTractor_Source
fuse = intermed_damage_smallship01, 0.000000, 900
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 300
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_turret_special_10
hp_type = hp_turret_special_9
hp_type = hp_turret_special_8
hp_type = hp_turret_special_7
hp_type = hp_turret_special_6
hp_type = hp_turret_special_5
hp_type = hp_turret_special_4
hp_type = hp_turret_special_3
hp_type = hp_turret_special_2
hp_type = hp_turret_special_1
hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
linear_drag = 1
mass = 1000
steering_torque = 74000, 74000, 190000
angular_drag = 60000, 60000, 60000
rotation_inertia = 17800, 17800, 17800
nudge_force = 30000
strafe_force = 270000
strafe_power_usage = 1
don't laugh when u see the hit points and cargohold...I play this mod only in SP....FL is my stress pill so I want to enjoy playing it a lot
oh yes a suggestion....try copying this into your shiparch....you will like the way the ship tends to sway or do a float like movement when u turn...it is more realistic...oh yes use it on a freighter like ship u will like...i god this ideea after watching a KOTOR cutscene)
linear_drag = 1
mass = 1000
steering_torque = 74000, 74000, 190000
angular_drag = 60000, 60000, 60000
rotation_inertia = 17800, 17800, 17800
nudge_force = 30000
strafe_force = 270000
strafe_power_usage = 1
Edited by - Nym182 on 11/30/2006 1:31:42 PM
Nym182 try this for your ship just copy/paste. Also reduce the mass to around 250
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
"It doesn’t matter what universe you’re from. That’s got to hurt!"
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
"It doesn’t matter what universe you’re from. That’s got to hurt!"
yeah..your ship mass is what's messing you up. Does it handle like a brick, or a brick on ice?
If looking at your ship in space, how does it compare to other ships? Larger, smaller?
I noticed your camera angles might be an indicator of the ship size.
In that case, try dropping your total mass to 250 or less.
Say for instance, it's the size of a medium transport. (if so, try using the ship scripter and installing a reinland gunboat engine on it) The Reinland gunboat mass statistics seem to hold up pretty well for transports also and gives them some manuverability.
On a wild guess though going by the camera angles, it might not be much bigger than a dromedary? If so, I'd re-script it just to get it back in the ball park.
(That's not a bad "pill" to take for stress relief) (I think you might get a chuckle out of some of my cargo holds I use in single player)
If you want, you can change your max_bank_angle to give your ship a more "flight like" characteristic. I have it set to 85 for my Nautilus_S1. (Had to use Reinland Cruiser engines on that one....engine nacells are kind of large)
Edited by - Rankor on 12/2/2006 5:28:45 PM
If looking at your ship in space, how does it compare to other ships? Larger, smaller?
I noticed your camera angles might be an indicator of the ship size.
In that case, try dropping your total mass to 250 or less.
Say for instance, it's the size of a medium transport. (if so, try using the ship scripter and installing a reinland gunboat engine on it) The Reinland gunboat mass statistics seem to hold up pretty well for transports also and gives them some manuverability.
On a wild guess though going by the camera angles, it might not be much bigger than a dromedary? If so, I'd re-script it just to get it back in the ball park.
(That's not a bad "pill" to take for stress relief) (I think you might get a chuckle out of some of my cargo holds I use in single player)
If you want, you can change your max_bank_angle to give your ship a more "flight like" characteristic. I have it set to 85 for my Nautilus_S1. (Had to use Reinland Cruiser engines on that one....engine nacells are kind of large)
Edited by - Rankor on 12/2/2006 5:28:45 PM
Well now I must confess....If u have played the Freeworlds 1.66 mod then u know that the ebon hawk in the mod is a very wonderfull conversion....unfortunatley the ship was kinda small...for a freighter i thought it was dumb that it looked as big as a rhino....so i doubled it's size to make it a little more realistic....the ship handles great and the camera is set up nicely...il post some links with screens...I've even costumised the engines so that they have a nice flame similar to that one in KOTOR...Here are the links:
http://i114.photobucket.com/albums/n253 ... creen1.jpg
http://i114.photobucket.com/albums/n253 ... creen2.jpg
http://i114.photobucket.com/albums/n253 ... creen3.jpg
http://i114.photobucket.com/albums/n253 ... creen7.jpg
http://i114.photobucket.com/albums/n253 ... creen4.jpg
http://i114.photobucket.com/albums/n253 ... reen12.jpg
http://i114.photobucket.com/albums/n253 ... reen14.jpg
http://i114.photobucket.com/albums/n253 ... reen13.jpg
http://i114.photobucket.com/albums/n253 ... reen15.jpg
http://i114.photobucket.com/albums/n253 ... reen16.jpg
Also I would like to apologise for messing around with other ppl's work but I only use this for SP gameplay so none of your work will appear on the web under my name I give u my word!!!!
http://i114.photobucket.com/albums/n253 ... creen1.jpg
http://i114.photobucket.com/albums/n253 ... creen2.jpg
http://i114.photobucket.com/albums/n253 ... creen3.jpg
http://i114.photobucket.com/albums/n253 ... creen7.jpg
http://i114.photobucket.com/albums/n253 ... creen4.jpg
http://i114.photobucket.com/albums/n253 ... reen12.jpg
http://i114.photobucket.com/albums/n253 ... reen14.jpg
http://i114.photobucket.com/albums/n253 ... reen13.jpg
http://i114.photobucket.com/albums/n253 ... reen15.jpg
http://i114.photobucket.com/albums/n253 ... reen16.jpg
Also I would like to apologise for messing around with other ppl's work but I only use this for SP gameplay so none of your work will appear on the web under my name I give u my word!!!!
"Also I would like to apologise for messing around with other ppl's work but I only use this for SP gameplay so none of your work will appear on the web under my name I give u my word!!!!" Nym182
Hey that is how you learn by using other people’s knowledge to make something better. The most brilliant scientists in the world or for that fact in history all learned from someone else and just worked there theory, or knowledge into the mix and came up with something different and/or better.
With that said modding FL is experimenting and using all knowledge you can get from others and sometimes you come up with something new that can be added or enhanced in FL. So as you learn please share your knowledge and don't "copyright" it. Because everyone that mods FL learned here at TLR and there work was spawned from the knowledge they gleaned from TLR.
"It doesn’t matter what universe you’re from. That’s got to hurt!"
Hey that is how you learn by using other people’s knowledge to make something better. The most brilliant scientists in the world or for that fact in history all learned from someone else and just worked there theory, or knowledge into the mix and came up with something different and/or better.
With that said modding FL is experimenting and using all knowledge you can get from others and sometimes you come up with something new that can be added or enhanced in FL. So as you learn please share your knowledge and don't "copyright" it. Because everyone that mods FL learned here at TLR and there work was spawned from the knowledge they gleaned from TLR.
"It doesn’t matter what universe you’re from. That’s got to hurt!"
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