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A New way to dock a battleship with ANYTHING!!

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Post Wed Jul 02, 2003 5:43 am

A New way to dock a battleship with ANYTHING!!

Ok i found this when I was playing around with the solararch.ini file

This is just and example.

[Solar
nickname = smallstation1
LODranges = 0, 2000, 4000, 5000, 10000, 20000
ids_name = 60217
ids_info = 60218
type = STATION
DA_archetype = solar\dockable\station_small_b_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10.000000
loadout = smallstation
docking_camera = 0
solar_radius = 600
shape_name = NAV_smallstation
docking_sphere = berth, HpDockMountA, 800, Sc_open dock1
<<Pay special attention to the number 800 in the above>>
docking_sphere = berth, HpDockMountB, 800, Sc_open dock2
docking_sphere = berth, HpDockMountC, 800, Sc_open dock3
docking_sphere = moor_medium, HpDockMountD, 10.000000
docking_sphere = moor_medium, HpDockMountE, 10.000000
docking_sphere = moor_medium, HpDockMountF, 10.000000
docking_sphere = moor_medium, HpDockMountG, 5.000000
docking_sphere = moor_medium, HpDockMountH, 5.000000
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_large, HpDockMountJ, 5.000000
hit_pts = 999999961690316250000000000000000000.000000

What this dose is tells the game how close to the station you have to be for a dock.
Usually its anywhere from 2 to 4.5 well i jumped it up to 800 .

Try it out with all the stations and even experiment with it.

However you have to do this with ALL of the stations/battleships stats in order for it to work and i am going to submit a file to download that will let you pull it off.

A word of caution I haven't fully tested this method of docking but I do intend to work on it.

Sephiroth out

Post Wed Jul 02, 2003 11:57 am

Which battleships you've tested?


Für Rheinland!

Post Wed Jul 02, 2003 7:36 pm

I have tested it with the Osiris and do intend to test it on other battleships when I get the chance.

Basicly it works with nearly every ship in the game, Including the fighters.

I am still in the process of testing this type of docking.
So it is still in the experiment phase.

Sephiroth out.

Post Wed Jul 09, 2003 4:52 pm

Hmm, When did you figure this out? I mean, this kind of looks familiar to what I did in TNG....

Edited by - Duriel_LOP on 10-07-2003 07:25:46

Post Sun Jul 13, 2003 5:04 pm

Another way for it to work in mp is to simply replace the moor_large with jump. Anything regardless of previous dock settings will then be able to dock there.

Post Mon Jul 14, 2003 7:33 am

This Works great for me.
I searched the file solararch.ini for the lines containing the word BERTH and I altered just as U said...
docking_sphere = berth, HpDockMountA, 400, Sc_port dock open

Above I changed to 400 and now when I come within 400 of the docking station it runs the docking maneuver.
I had to manually alter every Item in the solararch.ini file that contained a BERTH line. But so far no problems.

THIS TIP VERY HELPFUL!
TNX

PS... The MOORING lines also have a number but I have not messed with that yet... I wonder if any one else has?

Post Tue Jul 15, 2003 3:32 am

The principle is the same.

Post Wed Jul 16, 2003 6:14 pm

Docking is solved for larger things with this, that's for true. But Rheinland Battleship won't fly alive from a planet...


Für Rheinland!

Post Thu Jul 17, 2003 3:57 am

Thats because the HpMount is set too far forward. Move it to the back somewhat and you should be able to leave the planet.

Post Sun Jul 20, 2003 6:46 am

I did invent the docking fix and know its problems, it isnt because it gets stuck in the planet, it gets stuck on the turrets on the docking ring, remove them in the solar loadouts.ini and your bs will not have a problem leaving.

Post Mon Jul 28, 2003 4:53 pm

even though i found this out a while ago (part of TNG), i will show yas.

ok, FORGET completely about editing cmp files and whatnot.
This is so simple.

ok this is a standard entry in solararch.ini

(this looks like West Point Academy)
[Solar
nickname = outpost
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\dockable\trading_outpost_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 1200, 3000, 5000, 20000
mass = 10000.000000
loadout = trading_outpost
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 2.500000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 2.500000, Sc_open dock4
docking_sphere = berth, HpDockMountE, 2.500000, Sc_open dock5
docking_sphere = berth, HpDockMountF, 2.500000, Sc_open dock6
docking_sphere = berth, HpDockMountG, 2.500000, Sc_open dock7
docking_sphere = berth, HpDockMountH, 2.500000, Sc_open dock8
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_large, HpDockMountO, 10.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_outpost
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_outpost_burning, 0.000000, -1

right now, see all the docking moors?
ok, now we will DELETE the berth entries. Basically, because theres not much point in having them as they will muck it all up

it should look like this...


[Solar
nickname = outpost
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\dockable\trading_outpost_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 1200, 3000, 5000, 20000
mass = 10000.000000
loadout = trading_outpost
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_large, HpDockMountO, 10.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_outpost
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_outpost_burning, 0.000000, -1

now change all the moor entries to berth, like so...


[Solar
nickname = outpost
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\dockable\trading_outpost_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 1200, 3000, 5000, 20000
mass = 10000.000000
loadout = trading_outpost
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountI, 5.000000
docking_sphere = berth, HpDockMountJ, 5.000000
docking_sphere = berth, HpDockMountK, 5.000000
docking_sphere = berth, HpDockMountL, 5.000000
docking_sphere = berth, HpDockMountO, 10.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_outpost
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_outpost_burning, 0.000000, -1


and walah! dockable stations, with the mooring cameras working.
oh and if you still get stuck try this...

[Solar
nickname = outpost
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\dockable\trading_outpost_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 1200, 3000, 5000, 20000
mass = 10000.000000
loadout = trading_outpost
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountI, 500.000000
docking_sphere = berth, HpDockMountJ, 500.000000
docking_sphere = berth, HpDockMountK, 500.000000
docking_sphere = berth, HpDockMountL, 500.000000
docking_sphere = berth, HpDockMountO, 500.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_outpost
hit_pts = 999999961690316250000000000000000000.000000
fuse = fuse_outpost_burning, 0.000000, -1

that will increase the distance from which you need to be to dock at (or something like that, this could remove the docking camera tho, as it would be more like a big bubble, and no docking cameras.)
This stuff is akin to what i sent Reynen
(Donot copy any of the work and put it in a mod without crediting me and Starfyre Studios)

enjoy modding!

from Duriel_LOP
Starfyre Studios, System Designer
email: [email protected]

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