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**TUTORIAL** Realistic Bretonion Battleship

Here you find the different tutorials on editing and MODing Freelancer

Post Mon Mar 17, 2003 2:07 pm

**TUTORIAL** Realistic Bretonion Battleship

Despite my reservations, I have made this mod due to requests from other people. Use and enjoy. Even if it is dead ugly.

Post Mon Mar 17, 2003 2:09 pm

1: Use the ini extractor downloadable from the lancerreactors website to extract the following files. They are shiparch.ini from the ships folder, engine_equip.ini, goods.ini, market_ships.ini, market_misc.ini, weapon_equip.ini, st_equip.ini, misc_equip.ini, st_good.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder.

2: Rename all the extracted files from (original file name).txt.ini to just (original file name).ini

3: Place this line inside the shiparch.ini file:
[Ship
ids_name = 237005
ids_info = 66503
nickname = brit_battleship_ship
LODranges = 0, 500, 1000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Breb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\bretonia\br_battleship\br_battleship.cmp
material_library = ships\bretonia\br_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\brit_battleship.ini
camera_offset = 80, 350
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
linear_drag = 1.000000
mass = 100000.000000
hold_size = 100000
hit_pts = 75000
fuse = b_battleship_body_fuse, 0.500000, 1
fuse = br_battleship_burning_fuse02, 0.000000, 17325
explosion_arch = explosion_rh_battleship
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
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000000000.000000
bay_door_anim = Sc_open dock1
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpRunninglight15
HP_bay_external = HpRunninglight16
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hp_type = hp_turret_special_10, HpTurret_B1_01
hp_type = hp_turret_special_10, HpTurret_B1_02
hp_type = hp_turret_special_10, HpTurret_B1_03
hp_type = hp_turret_special_9, HpTurret_B2_01
hp_type = hp_turret_special_9, HpTurret_B2_02
hp_type = hp_turret_special_9, HpTurret_B2_03
hp_type = hp_turret_special_9, HpTurret_B2_04
hp_type = hp_turret_special_7, HpTurret_B4_01
hp_type = hp_turret_special_7, HpTurret_B4_02
hp_type = hp_turret_special_8, HpTurret_B4_03
hp_type = hp_turret_special_8, HpTurret_B4_04
hp_type = hp_turret_special_8, HpTurret_B4_05
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01

4: Now open up the goods.ini and place this line:
[Good
nickname = brit_battleship
category = shiphull
ship = brit_battleship_ship
price = 15000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

[Good
nickname = brit_battleship_package
category = ship
hull = brit_battleship
addon = ge_s_scanner_01
addon = capital_power
addon = ge_s_tractor_01
addon = ge_brit_engine_01
addon = sfx_rumble_battleship
addon = brit_battleship_turret01, HpTurret_B1_01
addon = brit_battleship_turret01, HpTurret_B1_02
addon = brit_battleship_turret01, HpTurret_B1_03
addon = brit_battleship_turret02, HpTurret_B2_01
addon = brit_battleship_turret02, HpTurret_B2_02
addon = brit_battleship_turret02, HpTurret_B2_03
addon = brit_battleship_turret02, HpTurret_B2_04
addon = brit_battleship_flak_turret01, HpTurret_B4_01
addon = brit_battleship_flak_turret01, HpTurret_B4_02
addon = brit_battleship_turret04, HpTurret_B4_03
addon = brit_battleship_turret04, HpTurret_B4_04
addon = brit_battleship_turret04, HpTurret_B4_05
addon = SlowLargeRed, HpRunningLight19
addon = SlowLargeRed, HpRunningLight20
addon = SlowLargeRed, HpRunningLight09
addon = SlowLargeRed, HpRunningLight10
addon = SlowLargeRed, HpRunningLight11
addon = SlowLargeRed, HpRunningLight05
addon = LargeWhiteSpecial, HpHeadLight01

5: Go to the engine_equip.ini and place this line in:
[Engine
nickname = ge_brit_engine_01
ids_name = 263888
ids_info = 264888
volume = 400.000000
mass = 10
max_force = 9000000
linear_drag = 100000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine02
cruise_charge_time = 10
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

6: Now open up the weapon_good.ini and place this line
[Good
nickname = brit_battleship_turret01
equipment = brit_battleship_turret01
category = equipment
price = 150000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263409
ids_info = 264409
shop_archetype = equipment\models\turret\br_turret01.cmp
material_library = equipment\models\br_turret.mat

[Good
nickname = brit_battleship_turret02
equipment = brit_battleship_turret02
category = equipment
price = 90000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263410
ids_info = 264410
shop_archetype = equipment\models\turret\br_turret02.cmp
material_library = equipment\models\br_turret.mat

[Good
nickname = brit_battleship_turret04
equipment = brit_battleship_turret04
category = equipment
price = 100000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263412
ids_info = 264412
shop_archetype = equipment\models\turret\br_turret04.cmp
material_library = equipment\models\br_turret.mat

[Good
nickname = brit_battleship_flak_turret01
equipment = brit_battleship_flak_turret01
category = equipment
price = 1200000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263413
ids_info = 264413
shop_archetype = equipment\models\turret\br_turret04b.cmp
material_library = equipment\models\br_turret.mat

7: After that go to the weapon_equip.ini and place this line:
[Munition
nickname = brit_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = br_capgun_01_impact
const_effect = br_gunboat_maingun
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = brit_battleship_turret01
ids_name = 263409
ids_info = 264409
DA_archetype = equipment\models\turret\br_turret01.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 250
hp_gun_type = hp_turret_special_10
refire_delay = 2.500000
muzzle_velocity = 1222.199951
toughness = 1.000000
flash_particle_name = br_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = brit_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 1200

[LOD
obj = barrel
LODranges = 0, 700

[Munition
nickname = brit_battleship_turret02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 60
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = br_capgun_01_impact
const_effect = br_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = brit_battleship_turret02
ids_name = 263410
ids_info = 264410
DA_archetype = equipment\models\turret\br_turret02.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 100
hp_gun_type = hp_turret_special_8
power_usage = 0
refire_delay = 0.400000
muzzle_velocity = 1222.199951
toughness = 1.000000
flash_particle_name = br_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = brit_battleship_turret02_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 1000

[LOD
obj = barrel
LODranges = 0, 600

[Munition
nickname = brit_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 80
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = br_capgun_01_impact
const_effect = br_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun
nickname = brit_battleship_turret04
ids_name = 263412
ids_info = 264412
DA_archetype = equipment\models\turret\br_turret04.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 75
hp_gun_type = hp_turret_special_7
refire_delay = 0.300000
muzzle_velocity = 1222.199951
toughness = 1.000000
flash_particle_name = br_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = brit_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 400

[LOD
obj = barrel
LODranges = 0, 500

[Motor
nickname = brit_battleship_flak_turret01_motor
lifetime = 1
accel = 166.666702
delay = 0

[Explosion
nickname = brit_battleship_flak_turret01_explosion
effect = br_flakcannon01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 200
hull_damage = 150
energy_damage = 0
impulse = 0

[Munition
nickname = brit_battleship_flak_turret01_ammo
explosion_arch = br_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship
detonation_dist = 0.500000
lifetime = 5
Motor = brit_battleship_flak_turret01_motor
force_gun_ori = false
const_effect = br_flakcannon01_proj
HP_trail_parent = HPExhaust
seeker = DUMB
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100

[Gun
nickname = brit_battleship_flak_turret01
ids_name = 263413
ids_info = 264413
DA_archetype = equipment\models\turret\br_turret04b.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 150
hp_gun_type = hp_turret_special_9
refire_delay = 0.500000
muzzle_velocity = 83.300003
toughness = 2.000000
flash_particle_name = br_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = brit_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false

[LOD
obj = Root
LODranges = 0, 400

[LOD
obj = barrel
LODranges = 0, 500



8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to brit_battleship.ini and make sure that the insides only have this line:
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10

[CockpitCamera

[TurretCamera
tether = 0.000000, 50, 380
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

9: Open up the st_equip.ini and put this line in:
[ShieldGenerator
nickname = shield01_mark10_cap
ids_name = 263818
ids_info = 264818
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 1500
max_capacity = 30000
toughness = 500
hp_type = hp_capital_shield_special_10
offline_rebuild_time = 30
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

10: Open up the misc_equip.ini and place this line in
[Power
nickname = capital_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 2500
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

11: Open up the st_good.ini and place this line in:
[Good
nickname = shield01_mark10_cap
equipment = shield01_mark10_cap
category = equipment
price = 5000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263818
ids_info = 264818
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

12: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
MarketGood = brit_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = brit_battleship_turret02, 0, -1, 10, 10, 0, 1
MarketGood = brit_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = brit_battleship_flak_turret01, 0, -1, 10, 10, 0, 1

13: Lastly, go the market_ships.ini and look for the line li01. Replace that entire header and the column directly under it. It should look like this:
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = brit_battleship_package, 0, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

Edited by - Wanderer on 18-03-2003 09:58:48

Post Mon Mar 17, 2003 2:11 pm

Lots of guns but the power isn't that impressive. More armor than the Osiris though. This one might have bugs in it so if you encounter any problems, tell me and i'll fix it.

Post Mon Mar 17, 2003 6:26 pm

Yey u made it i can have so much fun, just edit prices and power settings and im made, im UNSTOPPABLE, Muhuhahahaha And thanks to you o mighty Wanderer

Thanks

Pigin - Out

A starfighter in dock is safe,
but that's not what they're built for

Post Mon Mar 17, 2003 6:37 pm

I tried it but i cant buy the ship.
i can buy all the cannons and shields, but not the main ship.
can you please help me?

Post Mon Mar 17, 2003 6:53 pm

well .. can't get the ship buyable .. just didn't inserted in manhatten .. but new london .. and the code is correct O-o#

[BaseGood
base = Br01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = brit_battleship_package, 0, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

see? .. so this can't be the cause ..
don't get the point out of it .. and still can't find the cause .. maybe someone other could help out there

Rod

Post Mon Mar 17, 2003 7:56 pm

jo hi

i can´t bay the ship please fix it!!!
thx

cu then

TFK-Killermatrix

Post Mon Mar 17, 2003 11:54 pm

Ive fixed the code now so try using the original format first. That should fix it.


Edited by - Wanderer on 18-03-2003 00:11:03

Post Tue Mar 18, 2003 4:43 am

Wanderer, I'm having great problems with this battleship. I have already installed both the Realistic Osiris Battleship and the Rhineland Gunship. Both work flawlessly. However, when I try to add the Brettonian Battleship - I can buy it, but it cannot equip the brettonian guns, only the Osiris guns, and I cannot launch. When I try to launch in the Brettonian Battleship, I am told that I "cannot launch without an engine". Any idea what's going on? Can both battleships not co-exist?

Post Tue Mar 18, 2003 5:56 am

Yeah, same thing here, try to buy it and it says "Cant launch without engine" and also the guns are not buyable, says I don't have a hardpoint capable of mounting the turrets.

-----------------
Arrr...
Razage, Border system pirate.

Post Tue Mar 18, 2003 6:34 am

Oops. Made a mistake with step 4 in the goods.ini. It should be fixed now. Sorry but this mod was rushed so i couldn't check everything. As for coexisting mods... i could do that but the tutorial would be incredibly long to incoporate everything. I have the experimental files where i did all my work but its messy and probably buggy. If you really want it, tell me which ones you want to co-exist and i'll do what i can and send you all the related files. It'll be a long while before i'm done though.

Post Tue Mar 18, 2003 6:41 am

I found the errors and here are some workarounds I did until we get an answer from Wanderer. I'm glad to see that I've actually learned something while

For the engine problem, it's with the package file. It seems that the package file determines the initial equip of the ship and the engine equip is there, but it actually is using the wrong command.

It seems he's editied the post because I'm using another browser to look at it for quote reference. It was Equip = blah blah before. Now he has it as addon, which is correct


The second error which he hasn't editied out yet is this: --edit-- he got it now removing this -- edit --

It rocks, a bit of a pain to get docked but it can be done, thanks Wanderer, this ship is awsome! Also I learned a bit about ship making, might try to make a "rent a wreck" with one of the derelect ship models, hehe.

oops, looks like you got that last error too, sorry! Just figured it out myself right before you made the changes. =)

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Arrr...
Razage, Border system pirate.

Edited by - Razage on 18-03-2003 06:43:08

Post Tue Mar 18, 2003 8:16 am

Wanderer? Are the MAIN guns of this battleship supposed to do 50 damage? Also, it's still bugged. When I buy the ship, the guns come equipped - but if I sell the brettonian guns, I can't buy new ones.

Post Tue Mar 18, 2003 9:52 am

The guns have had the power upped but watch out for the radius of the flak guns. Also, you should be able to buy and sell guns normally now. Only battleship class ones though.

Edited by - Wanderer on 18-03-2003 09:59:21

Post Sun Apr 06, 2003 3:45 pm

i have this problem with all the battleships, whenever i try to go through a jump gate it crashes before i get to the other end. i see the cutscene but thats as far as it goes. i haven't tried jump holes though.

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