Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

The Biggest Ship In ALL of freelancer

The general place to discuss MOD''ing Freelancer!

Post Wed Sep 26, 2007 4:50 pm

The Biggest Ship In ALL of freelancer

what is the record for the biggest ship that freelancer universe ever had.
is it Discovery's administrator ship, the Battlestar II?

Post Wed Sep 26, 2007 5:46 pm

Nah...I've seen it. There are BIGGER ships.
One of mine, the Uhmrah (of the same alien race) is the size of an 800m moon.
Can't use jump gates, only jump holes.




Edited by - Rankor on 9/26/2007 6:47:30 PM

Post Wed Sep 26, 2007 8:00 pm

Well unless I am wrong, I do believe our Borg Cube and Vorlon PlanetKiller are the largest in-game, but I don't know if anyone has made larger ones in a mod.

The Cube is even scaled down at 1/3 and is still over 1,000 m on each side, the PlanetKiller is also scaled at about 1/3 and is a little longer than the Cube.

Next in line is the Enterprise D.

And then comes the Brakiri Avioki, scaled down a little at around 80%.

All remaining ships are to pretty much normal proportional scale to each other, where 1metre = 1 metre.

The Liberty dreadnought looks like a hand-held loofah to these big ships

All our ships can use jumpgates and jumpholes, this is why the Cube and Planetkiller are 1/3 scale compared to the other ships, or we would have left them at full scale. But even at 1,000m it can be done, there is a technique to do it. But I'm not telling, come and find out! lol

Drop in to www.RRJDS.com and pick up the 2.81 mod, it's still under development but the pre-release is running. We made the proportional scaling in the previous release, 2.80, which was running for almost a year.

All the best.

Roleplay: - the art of self-deceipt!

Post Wed Sep 26, 2007 10:18 pm

The biggest ships (used in freelancer universe) are:
Eclipse Super Star Destroyer (or Star Dreadnought) - 17 km
Executor Super Star Destroyer (or Star Dreadnought) - 19 km



the ships size reflected by image is not very accurate, actually Executor (white hull) are longer than Eclipse (dark hull) - the ships was rescaled after picture was taken...
Both are nonflyable of course.



Edited by - Silvik on 9/26/2007 11:31:12 PM

Post Thu Sep 27, 2007 5:50 am

He most likely adjusted the "sphere" around the jump holes and gates.
So you don't have to go downloading any mods ...

Which, if you're building a mod, activating other mods will cause you grief in the long run. (trust me, I know from experience)

Incidentally, While building the 20 Years Later mod, I chose not to include popular TV series or Movie ships for the sake of Freelancer originality.
20 Years Later is a mod that I've been gradually developing over the past two years on my own. So, when I do release it, there will be no need for updates, fixes or patches or new version releases.

Since someone mentioned "planet killer" and full scale ships....
I'm curious as to how they are used and how they're flown.

Edited by - Rankor on 9/27/2007 7:07:18 AM

Post Thu Sep 27, 2007 9:26 am

Well, go get our mod!

Then you will see at first hand, all the ships are flyable.

It started out as a freighter resizing because a tiny ship in the original mod could hold 3000+ cargo and what should have been a huge cargo vessel had 450 or something. So we started with hold capacities, then scaled the freighters to reflect the sci-fi specs, and then of course all the other mod ships looked out of place so it ended up being a 7-month project. But it was great and stable too, that was 2.80.

Now for 2.81 I'm adding more systems, some new ships, combat arena, nice visuals, and removing as many of the original bugs as I can - thanks to FL Error Checker it's almost done. Then there are the path files to fix, and infocards.

Come on, get the mod and join Coldfire on his test server running the pre-release beta of 2.81 - the infocards arent correct but the game is working fairly well otherwise.

Roleplay: - the art of self-deceipt!

Edited by - StarTrader on 9/27/2007 10:44:08 AM

Post Thu Sep 27, 2007 10:47 am

If you're talking to me about downloading your mod...
Thanks for the suggestion.
BUT... no.
I'm not downloading any mods onto the same pc that my works are on.

That is a practice I've learned the hard way to avoid doing.

But, for the original poster...suit yourself at whatever you wish.

Post Fri Sep 28, 2007 2:13 pm

what are the mods names because i wanna test them all, it would be an
honor. and, the RH bs was the first one in the original freelancer for size.
or was it the nomad ship. i was thinking about naming a ship
Endeavor its a huge one.

Post Fri Sep 28, 2007 3:52 pm

Just look up the mod download section.
Download as many as your heart desires.
Keep in mind one thing though...
some Total Conversion mods and some Mod Packs will require you to
remove ALL the others you have, then
completely uninstall Freelancer and then install it brand new again
as though you had just bought the disc.

There is an insanely logical reason for it.
All mods are NOT created equal.
Everybody who is creating or has created a mod
advertises their mod is the best & greatest.
<span style="text-decoration: underline">There is no common data base between them
and the code varies from one mod to the next.</span>
The coding differences between mods is what will
give you the worst grief if you try switching
from one to the other.
Even IF you restore backups.

Post Fri Sep 28, 2007 5:21 pm

Sadly Rankor is correct, some mods don't do things cleanly. And I also agree that since he is making a big mod right now it's not a good idea to play with unknown mods (even though I would be happy to say ours is clean!)

I haven't played even my own mod for months during my current modding work.

Here's a good tip:

You can make re-installations very easy on yourself - make a fresh installation of Freelancer and then take a copy of it immediately (Select the folder in Explorer, Ctrl-C then Ctrl-V), and rename the copy as "Plain Freelancer Clean Copy" or whatever you will remember easily. If you have 2 or more disk partitions, save it on another partition (or another internal disk if you have one).

Then if you have problems all you need to do is delete the working Freelancer folder, delete the player accounts, copy the clean copy folder again, and rename the new copy to Freelancer. Then uninstall and re-install FLMM (FL Mod Manager), because it will not know that the Freelancer folder is not modded now. All of this takes me about 4 to 5 minutes instead of much longer, so it will no longer be too much of a pain.

If you settle on running 1 or 2 mods regularly then you can use this method to install a clean copy, install and activate copies with each of your mods (on the same disk as the first Freelancer installation), then you can switch between your mods by just renaming folders instead of activate/de-activate/re-install each time.

If you are interested, our mod is in test now, it's called RRJDS 2.81, and you can get it from our website www.rrjds.com .

You can also get a feel for it by reading our players' activities and comments on our forums: RRJDS Player Forums

It doesn't have problems with either FLMM nor with de-activation, but you should NOT use other mods or cheats with it because doing that will cause you problems.

We are also running TNG 2.76 on our main server so you can join us with either mod.

Roleplay: - the art of self-deceipt!

Post Sat Sep 29, 2007 10:09 am

well, if there just online only then i cant play them, but if they have open sp
then i can, my internet doesnt work, it will soon though...
i hope...

Post Sat Sep 29, 2007 11:00 am

Your easiest option besides playing through the story line..
is simply using the
Open Single Player Lite mod (download into your FLMM)
by Chips, Xerx and Argh.

That is one of the best Open Single Player mods I'm aware of.

Return to Freelancer General Editing Forum