Buying Nomad Gunboat results in cheatkick by FLServer.exe
We are trying to add Nomad gunboats to our server but are running into the following problem. When purchasing a nomad gunboat the server kicks you for possible cheating (equipment exceeds ship specs). When you log back in you still have the original ship. If the person trying to buy the ship sells off all his equipment prior to purchasing the ship everything works fine. It seems to be associated with the guns on the ship.
How can I beat this?
Here's my shiparch:
<data file="data\ships\shiparch.ini" method="sectionreplace">
<section>
[Ship
ids_name = 237040
</section>
<dest>
type = GUNBOAT
DA_archetype = ships\nomad\no_gunship\no_gunship.3db
material_library = ships\nomad\nomad_fx.txm
nomad = true
mass = 1000.000000
hold_size = 800
explosion_arch = explosion_no_gunboat
fuse = fuse_no_gunboat_death, 0.000000, 1
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
linear_drag = 1.000000
steering_torque = 60000000.000000, 60000000.000000, 60000000.000000
angular_drag = 120000000.000000, 120000000.000000, 120000000.000000
rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000
nudge_force = 150000.000000
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 10000
</dest>
<source>
type = FREIGHTER
DA_archetype = ships\nomad\no_gunship\no_gunship.3db
material_library = ships\nomad\nomad_fx.txm
mass = 1000.000000
hold_size = 1000
explosion_arch = explosion_no_gunboat
fuse = fuse_no_gunboat_death, 0.000000, 1
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
linear_drag = 1.000000
steering_torque = 1110000000, 1110000000, 1110000000
angular_drag = 1000000000, 1000000000, 1000000000
rotation_inertia = 100000000, 100000000, 100000000
nudge_force = 60000.000000
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 10000
ship_class = 2
distance_render = 5000
cockpit = cockpits\flu\no_gunboat.ini
pilot_mesh = generic_pilot
max_bank_angle = 30
camera_offset = 35, 180
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 5
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 5
camera_turn_look_ahead_slerp_amount = 1.000000
strafe_force = 50000
strafe_power_usage = 2
nanobot_limit = 250
shield_battery_limit = 75
hp_type = hp_gun, Hp_1_01, Hp_1_02, Hp_1_03, Hp_1_04, Hp_1_05, Hp_1_06
</source>
</data>
How can I beat this?
Here's my shiparch:
<data file="data\ships\shiparch.ini" method="sectionreplace">
<section>
[Ship
ids_name = 237040
</section>
<dest>
type = GUNBOAT
DA_archetype = ships\nomad\no_gunship\no_gunship.3db
material_library = ships\nomad\nomad_fx.txm
nomad = true
mass = 1000.000000
hold_size = 800
explosion_arch = explosion_no_gunboat
fuse = fuse_no_gunboat_death, 0.000000, 1
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
linear_drag = 1.000000
steering_torque = 60000000.000000, 60000000.000000, 60000000.000000
angular_drag = 120000000.000000, 120000000.000000, 120000000.000000
rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000
nudge_force = 150000.000000
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 10000
</dest>
<source>
type = FREIGHTER
DA_archetype = ships\nomad\no_gunship\no_gunship.3db
material_library = ships\nomad\nomad_fx.txm
mass = 1000.000000
hold_size = 1000
explosion_arch = explosion_no_gunboat
fuse = fuse_no_gunboat_death, 0.000000, 1
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
linear_drag = 1.000000
steering_torque = 1110000000, 1110000000, 1110000000
angular_drag = 1000000000, 1000000000, 1000000000
rotation_inertia = 100000000, 100000000, 100000000
nudge_force = 60000.000000
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 10000
ship_class = 2
distance_render = 5000
cockpit = cockpits\flu\no_gunboat.ini
pilot_mesh = generic_pilot
max_bank_angle = 30
camera_offset = 35, 180
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 5
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 5
camera_turn_look_ahead_slerp_amount = 1.000000
strafe_force = 50000
strafe_power_usage = 2
nanobot_limit = 250
shield_battery_limit = 75
hp_type = hp_gun, Hp_1_01, Hp_1_02, Hp_1_03, Hp_1_04, Hp_1_05, Hp_1_06
</source>
</data>