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Ship Manouverability Values

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Post Wed Mar 14, 2007 11:02 am

Ship Manouverability Values

Hey kids,

Although I am playing a long time I have not tried to mod anything myself.

I was wondering if there is a thread already in the archives or if there is anyone about who could explain what the following values represent in simple terms. These are taken from the shiparch.ini and are sample ship manouverability figures:

steering_torque = 55000.000000, 55000.000000, 48000.000000
angular_drag = 41000.000000, 41000.000000, 35000.000000
rotation_inertia = 8400.000000, 8400.000000, 1000.000000

Currently I am looking at rebalancing ship ability as part of a larger mod. I can make sense of most of the ship arch ini, hit pints, hard points, bats and bots etc and I know that the above represent the manouverability of a ship, also provided I am just cutting details from one ship and posting to another I am not going too far off track so I can improve a ship simply by copying a ship I already know to be better. I would however love to know exactly what they represent. So far I have an understanding based on comparisons of LF, HF, VHF so I can see where ships are faster or slower but I have no real understanding of why.

Any help would be appreciated,

Dru.

Post Wed Mar 14, 2007 2:30 pm

I may not be correct, I haven't started modding yet though I have been looking through the forums, but I think the values have to do with each axis in 3D space. The fist number is probably the x-axis, the second # the y-axis, and the third # the z-axis. I'm just guessing though. You may want to wait for a reply from a veteran modder.

Is it bad that I never finished the game? Oh well, I'm content with pwning the New York system with mods.

Post Tue Mar 27, 2007 7:42 pm

Torque over drag determines how fast your maximum rate of turn is.
Torque over inertia determines how quickly you get to that maximum turn rate.

Rated in each axis. X, Y, Z

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