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**TUTORIAL** LIBERTY CRUISER SETTINGS (Yes, with the killer

Here you find the different tutorials on editing and MODing Freelancer

Post Mon May 26, 2003 7:57 am

Yeah, that sounds about right. I believe they are using the Liberty Cruiser in a multiplayer setting. If you add the NEW Liberty cruiser, and leave the OLD one right where it is, it would probably work in single player mode also. It would just be a new ship, nothing the game couldn't use... lol

Later skater,
Lemonosity.

By the way... has anyone done a Kusari Cruiser Mod? Or is that the same thing as the Kusari Gunboat? Hmm.. just seems like an interesting prospect. Maybe the Cruiser looks better than the Gunboat for that House.

Edited by - Lemonosity on 26-05-2003 09:01:24

Edited by - Lemonosity on 26-05-2003 09:02:00

Post Mon May 26, 2003 7:51 pm

This Cap Killer is a cool thing. Excellent work.

Question though. Is it possible to make this with a patrol route and fighter escort for Liberty faction rather than using it for our own purposes? I'm still learning to mod and would like to add this to my Battle for Earth mod I am starting. The purpose would have these type of ships do area_assaults against other factions stations. That's my goal, any help would be appreciative.

Spectre-Man

Post Tue May 27, 2003 6:55 pm

Will someone make this a Mod please!!!!! I'm too lazy to change all the ini files........

Dont mistake Santa for Santa Claus[![![![![![![![![!

tcs

Post Thu May 29, 2003 12:09 am

cruiser ok in manhattan bought it allright but when I try to launch it says no engine.....I've looked everyvere i can think off and there should be engine in the cruiser...but.....could someone help me ???

Post Thu May 29, 2003 10:59 am

could u make a liberty cruiser work with mod manager so i can just dowload it because i dont understand modding yet

Post Sat May 31, 2003 7:45 am

^agrees, ive tried editting the .ini files to put some of the cap ships and it hasnt worked once so far, i just dont get it, if someone could make these into mod files i would worship the ground they walk on! And if they made it FLMM compatible, well, i dunno what id do, probably flip out

Post Sat May 31, 2003 6:19 pm

i bought the ship (after moddifying the price, i spent all my cash on the other mods ive been doing on my LAN server) and i cant find where the guns are, it wont even let me purchase other weapons and put them on

Post Fri Jun 13, 2003 9:07 am

I've placed the code in the correct ini files and removed my save games just in case. However, I still get a crash at loadup. What's gone wrong?

Thomas 'Strider' Callaghan
Captain: ENS Illustrious

Post Fri Jun 13, 2003 4:24 pm

I've managed to sort the crashing but i still dont see ship for sale. Maybe I've saved the inis in the wrong format?


Thomas 'Strider' Callaghan
Captain: ENS Illustrious

Post Mon Jun 16, 2003 7:05 am

chrisv could u make a large transport the one that looks like someones ribs it carrys the boxes underneath it and could u make it flmm compatible

Post Mon Jun 16, 2003 12:40 pm

I have been playing around with this a bit too.

One thing I am having trouble with is the proclivity of large ships to spin like a top when they are hit with a large impact, such as a fighter ramming them or somesuch. I've been trying to figure out what parameter might reduce that. It seems like the default NPC battleship settings are fine in terms of manueverabilty, thrust, etc, but they don't work well for for recieving impacts. I note that when you ram an NPC battleship with your fighter in the game, it won't budge an inch, but if you play a modded battleship, which uses the inertia, nudge_force etc settings of the original, then it is almost impossible to fly when being hit by small fighters, due to the constant spinning. I noted that the Liberty battleship included in the FLMM package does the same thing when flown.

Any ideas on what parameter might affect this?

Post Tue Jun 17, 2003 1:14 am

Try this setting:
steering_torque = 210000000, 210000000, 210000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000

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