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Going Faster with thrusters

Here you find the different tutorials on editing and MODing Freelancer

Post Fri Jun 06, 2003 9:11 pm

Going Faster with thrusters

Maybe everyone but me knew this but.. The Anubis has hardports for three thrusters in the cmp file. I simply added them to the ini file so that in the game it allowed me to install 3 thrusters. When I launched I simply pressed tab and I was doing 500 +. Not bad for three thrusters and very little editing. Maybe other ships are the same.

Post Fri Jun 06, 2003 10:44 pm

Which ini file/s do i need to edit?
And with what text addition.
You got me interested now.

Post Sat Jun 07, 2003 9:36 pm

Why not just edit the st_equip.ini file for the thruster you have, don't edit the basic thruster though as that effects the NPCs too...And for your editing question, you need something called ini decompresser
HERE'S A LINK

hopefully that works...

Post Sun Jun 08, 2003 8:08 am

Got it, edit the shiparch ini for the ship concerned, load in the data for the extra HP's to the thruster line, I managed to get six fitted to the Anubis, chews out the standard power real quick. But a quick burn of the burners and hey presto
0-750 in a 1-2 seconds, cruise disrupter where?.....who cares

Thanks for the original hint SCLaughlin...i was joking about bolting heaps of thrusters on some how and begger me you can.

Buy the way I can get four thrusters on the Starflier.... 0-550, Weeeee what a zippy little ship.

Could any one please tell me how to get a breakdown on the available equipment HP's for each model, I've been doing it by guess work.

Post Sun Jun 08, 2003 2:05 pm

Cruise disruptors also kick you out of engine kill, dunno why but it just happens.

Post Sun Jun 08, 2003 9:00 pm

Use UTF edit. It will show you a breakdown of all available hp for each ship. Just import the specific ship .cmp file, and pow! the ships hp loadout and other things like textures etc. You can even edit those hp with this little sweet app.

Post Mon Jun 09, 2003 11:40 am

Sweet thanks Q&o&OandQ, just what i wanted, man some of these models are stacked with extras. Shame the frount end is not configured to maximise them. Anyway I have now got enough thrusters on my Domdray and Sabre(man there are a heap of unuse HP's on this) to reach the 990 Vmax. Nice for those little smuggling runs, "Freelancer im going to scan your cargo".....yeah right

Thanks all for the hint, and a big BOO to MS for stopping short on this game!!!

Post Tue Jun 10, 2003 4:05 am

I am only new here and I am not sure if am allowed to post a detailed tutorial on this. I have written one for my friends so it would be easy to post. Any senior people looking at this...can I yes/no?

Post Tue Jun 10, 2003 10:08 am

Oh what the hell I'll give it a go.

Have a look through the downloads section at www.lancersreactor.com for the following,

1) Any reference data on Ship Id’s within the ini files.
2) ‘UTF edit’ to give you a breakdown of all the available Hard Points's for each ship.
3) ‘BINI QDU’ to edit the Shiparch.ini files.

For the following work through example I will use the ‘Anubis’. Form your reference data you should fine that the Anubis has the following Identification data.

Shiparch ini: ids_name = 237041
DA_archetype = ships\order\or_elite\or_elite.cmp

All of the following relates to the standard installation location.

Open ‘UTF edit’…Click the ‘Open File’ button…select the following .cmp file

C:\Program files\Microsoft Games\Freelancer\DATA\SHIPS\ORDER\OR_ELITE\or_elite.cmp

Now in the window you should see ‘+…\’ Click on the ‘+’ to expand this tree.
You should now see a variety of nodes,
I am going to go down the ‘+…Or_elite_lod1021102155951.cdb’ node. Click on the ‘+’ to expand.
You will now see a node called ‘+…Hardpoints’ node. Click on the ‘+’ to expand.
You will now see a node called ‘+…Fixed’ node. Click on the ‘+’ to expand.

You now have a list of hard points attached to this tree. If you scroll down you will find ‘HpThruster02’ and ‘HpThruster03’. Remember these…we will now move on to editing the ‘shiparch.ini’ file.

Open ‘BINI QDU’…Click the ‘Open’ button…select the following .ini file

C:\Program files\Microsoft Games\Freelancer\DATA\SHIPS\ shiparch.ini

You will now be able to edit the Anubis Hardpoints to make more availble for thrusters to mount on.
Scroll down through the text till you find this line,

Shiparch ini: ids_name = 237041

It will look like this,

[Ship
ids_name = 237041
ids_info = 66581
ids_info1 = 66582
ids_info2 = 66608
ids_info3 = 66583
ship_class = 1
nickname = or_elite
LODranges = 0, 75, 150, 1000
msg_id_prefix = gcs_refer_shiparch_Ordhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\order\or_elite\or_elite.cmp
material_library = Ships\order\or_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\or_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 29
shield_battery_limit = 29
mass = 150.000000
hold_size = 70
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1050
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 350
max_bank_angle = 30
camera_offset = 12, 46
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 4200
explosion_arch = explosion_li_elite
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 = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
shield_link = or_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

The line we are interested in is the following,

hp_type = hp_thruster, HpThruster01

Edit it to read,

hp_type = hp_thruster, HpThruster01, HpThruster02, HpThruster03

Now save the file, well done you now have three hard points available for mounting thrusters. But here is another little trick, why stop at adding thrusters to just ‘HpThruster’ mounts, if you go through the process of identifying Hard Points in ‘UTF edit’ that I explained above you will find other Hard Points that could be used to add thrusters to like,

HpEngine01
HpEngine02
HpEngine03

So we can now edit the text to read,

hp_type = hp_thruster, HpThruster01, HpThruster02, HpThruster03, HpEngine01, HpEngine02, HpEngine03

Now save the file, well done you now have six hard points available for mounting thrusters. But wait there is more, try some of the following mounts as well

HpCM01 and HpMine01

So we can now edit the text to read,

hp_type = hp_thruster, HpThruster01, HpThruster02, HpThruster03, HpEngine01, HpEngine02, HpEngine03, HpCM01, HpMine01

Wahooooooooo eight thrusters, a ship any boy racer would be proud of !!!
To get maximum benefit from your new found thrust it is best to use it with the engine killed as your power will drain a lot faster.

Side note, when adding additional thrusters Vmax = 989. So once Vmax has been achieved you get no additional benefit from adding more thrusters, in actual fact you get penalised due to the additional drain on the power system.

I hope this of help to you LAZARUS187… I know it took me a while to work it out.

And remember this,

“If you share the knowledge it’s not cheating.”


Edited by - Jaydi on 11-06-2003 00:01:44

Post Tue Jun 10, 2003 11:02 am

Opps sorry made one mistake, but hey I just found the edit feature neat
Problem solved, error fixed



Edited by - Jaydi on 11-06-2003 00:03:13

Post Tue Jun 10, 2003 9:26 pm

Thank you for the detailed information, Jaydi. Actually you did great for your first tutorial.

Post Wed Jun 11, 2003 9:59 am

Nice turtorial!

Btw, you CAN break the 989 speed limit by:
1. Open constants.ini
2. Find the header [PhySysConsts
3. Underneath this header add the line:
ANOM_LIMITS_MAX_VELOCITY = 3000 (Whatever you want, 3000 works pretty well)

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