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Freelancer Rebalance 3.20 debate, bug reports and comments

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Tue Dec 16, 2003 7:13 pm

i dunno if i count as a member of the fightspace team or not. i DID make a ship for it though which you've included in your mod. but i think i might've gotten credit for that a while back (the longsword bomber). if i haven't, well, you get the idea :-P

Post Tue Dec 16, 2003 7:24 pm

Great Mod!!! The only mod I like better is my own.
But I found a bug. In the EFA System there are nomad capitalship encounters. Around planet mercury they work very well but around planet earth the game crashes after a short time, if I attack the nomad ships (This is in SP only, I haven't played MP yet). Besides the OpenSPplay.bat does not work. I ran it and then started the game, but as i started a new game it started in normal storyplay. Is this a bug too or have i did anything wrong??

Post Tue Dec 16, 2003 7:32 pm

My MP FL group caught a coupla bugs last night.

If you equip a starkiller torpedo on a cougar it wll blow up instantly at launch damaging or destroying the cougar. This is not one hundred percent reproducible but it seems fairly common.

When buying mass quantities(1000+) of cardamine or niobium on any EFA world the server kicks the player at launch as a cheater.

I must agree with Winston the SW ships are WAAY overpowered. I love em and the models for em some of the very best made for FL but currently there is little reason to ly anything but a SW ship.

Black Eagle- make sure to remove the read only attribs from everything in the FL dir before running the .bat files because it will prevent them from working. for some reason FLMM sets the mods files as read only when it activates the mod.

Crymson

Post Tue Dec 16, 2003 7:46 pm

There is a problem with Battleship Missouri, it is not there in open sp. I have found that with the star wars ships the aim point is not in the right place you have to aim of to one side of the cross to get a hit, but to really get amongst them the best thing to use is a nomad torpedo as it seems to be the best homer in the game..
one other bug that i have noticed is when i took a job in Jupiter orbital station after i killed the first lot of ships the next way point was in the centre of Planet Jupiter.

There is not enough darkness in the entire universe to put out the light of a single candle

Post Tue Dec 16, 2003 9:32 pm

Thanks crymson! Now it works (I'm so stupid!)

Post Wed Dec 17, 2003 12:10 am

firebase, your self-generated flmm probably will not work with my RB because of the free already self-generated dll's included with the mod. i think it;s the max number of custom dlls alowed in freelancer.ini
wassup, you received the credit for the longsword and it;s still in the readme.txt at the coresponding version section.
crymson, buying large quantities of cardamine at low prices will kick you out in every 1.1 server, not only in a RB one. the 1.1 server checks for massive fluctuations in a players credits and if it detects one it kicks the player ASAP.
thecougar flaw is based on its original hardpoints design and that was not my creation. Astral prime studios created the ship.
SW ships r not overpowered but invulnerable to normal guns. only missiles affet them. this is due tu improper surface file definition(.sur). these files were imoprted from exisiting FL ships, an match only witth aproximation the contour of the new custom ships. the creation of a new .sur file for the new ships is very hard to do, redeye tried once but i never heard abut that before...



Edited by - Michael Dan on 17-12-2003 00:16:16

Post Wed Dec 17, 2003 1:05 am

Ah Cardamine buys are obviously a feature then.
I'll look at the cougar and see if I can fix the problem.
As to the .sur files if anyone knows where some data on their format can be found I'll take a crack at em and see if they aren't maybe just a 3d sub object file similar to a 3dsmax collision group or some such.

Crymson

Post Wed Dec 17, 2003 1:39 am

found some funny bugs
Got some mission in one bretonian sytem, after alunching the client crashed, and crashed again when i got another. third time i launched everything was fine. The server (on local machine) didnt tell anything.

Balistner-> holy crap... In turret mode you are inside the ship, cant see her in her full glory First time i wanted to launch both client and server crashed. After it, it was OK, killing a few nomads and others, destroying a few bases and no crash.
Edit: tried crashing into a planet, but only bounced off before my hull was reduced by a noticable amount.

damocles main gun is now a L10 (and "bit" more expensive) turret if iam right. tryed with a defiant, and its funny, as it doesn't turn as turrets, but it always shoots a bit up-left (mounted on an upper-left mount). Similar with the Sabre XR
Edit again: hard to use on capships as you have to find a damocles capable of firing at the enemy(who knows in which direction the 14th turret fires?).

holy crap again, checked out the hellfury torps. 4 shots-> 1 bretonian destroyer killed, all other capships lost all their weapons, most of hull. Also i lost 3 guns, countermeasure, shield powercells, reapir cost was about 150k+lost stuff. I had 2x8480 shield+ ~3000 capacitator.
perfect for suicidic players

Capital ships have too much strafe power. They strafe faster than most ships can fly. (was over 1k with balistner)

The original weapons have so few hp, as battleships dont have shields you can take down their guns with beam or area effective weapons.

radar jammer caused CTD in single.

Edited by - lukr on 17-12-2003 01:49:32

Edited by - lukr on 17-12-2003 01:55:19

Post Wed Dec 17, 2003 2:01 am

question: does ship hulls have armor values? Does it matter if you fire several small bullets/lasers/etc. at a strong ship? (like several SMGs against an armored wehicle)

Post Wed Dec 17, 2003 5:20 am

thanks

All I do for LOVE

Post Wed Dec 17, 2003 11:44 am

A little update on the rumors problem. It went away as soon as the story changed from Liberty to Bretonia. Even if I return to Liberty I get rumors now. If I load an old savegame or start a new game the problem is back, but it stops as soon as the story forces you to leave Liberty. I think it is too specific to blame windows ME... Could anyone confirm or deny it by starting a new game in SP without using the .bat files and then check the people on the bar for rumors?
Also, I found an odd bug with one of the cargo ships (one from the SW universe, you can buy it on the new station near jupiter on the earth system). You can only fly it from the "back" camera. The driver camera doesn't work.
Also, the Defiant has trouble leaving the Kioto base, half of the time it hits the door and bounces back into the base. Once the launching sequence ends you are trapped inside the launching chamber on kioto.
And I can confirm the "unkillable" bug on the Star Wars ships. Those Slave1 and Ywing take forever with just lasers.

Edit: A quick update on the rumors bug. I get them before leaving for Bretonia, but only sometimes. Frankly I have no idea what could be causing this...
----------------------------
This space for Rant



Edited by - Elmaster on 17-12-2003 17:50:26

Post Wed Dec 17, 2003 3:00 pm

MD I knew about the Sur files. I was hoping to find someone who knew how to work on them.
I was not blaming you.

Post Wed Dec 17, 2003 7:48 pm

Naganitas in EFA dont have any weapons! They are just sitting, erm flying ducks.

(have i ever said its a great mod that i like it very much and stuff like that? if not then you must know its a great mod that i like it very much and stuff like that)

(balistner with 8million HPs, nice)

Edited by - lukr on 17-12-2003 19:52:46

Post Wed Dec 17, 2003 8:13 pm

I back again.

I have find same bug like Elmaster say :

"one of the cargo ships (one from the SW universe, you can buy it on the new station near jupiter on the earth system). You can only fly it from the "back" camera. The driver camera doesn't work."

I use some big ship have 50000 cargo (but it's show can load 1000000 cargo), when I hard to work to get 999999999 money, server kick me again and again, until I use money let it not 999999999.

Now I have 987604531, but when I get a job then go out to space, server kick me again, and not kick un same time, maybe soon maybe wait later.

I know you make this mod is very hard and use much time, I meam is :

Maybe you can fix those bug first, let this mod is run fine.

I was not blaming you, I just want your mod is well.

I know that many bug is server kick out player when player as a cheater, but if some ships is not work fine, maybe you can remove it from your mod, that maybe will be good.

Anyone know how to do can let this mod work on server is good, even want me reinstall FL again, I just want the crash not often.

Thanks for your time to read.

Post Wed Dec 17, 2003 11:51 pm

i'm working on the above bugs guys but be a little patient. my real life work is sucking up a lot of my spare time.
crymson if you can fix that cougar it'll be nice.
lukr, capship strafe power comes from Fightspace, and has the purpose to prevent players from crashing into planets due to the capships big inertia...
Naginata's in EFA have a KU destroyer loadout that is not matching their own HP configuration...i'll correct it.
lukr, shiphulls have armor values but not armor classes. as a light machine gun would not harm a tank with a heavy armor class for example...but this is not possible in FL unfortunately.

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