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MOD: Real Space & Real Space Lite

Here you can find news, get help and comment about all the Mods and tools for Freelancer created by =EOA= Players Consortium, like the ?Freelancer SDK?, the ?Freelancer Explorer? and the ?Real Space Mod?

Post Thu Nov 13, 2003 7:14 pm

Is it just me , or if you press F1 and go to the performance option and lower the background stars bar, you get a dark and moody feel to the game. Ive been playing like this from day 1. Yes my PC can run in full mode.
What we need are mission mods, missions i tell ya. I wanna escort ships from one side of the universe to another, I wanna fly after huge cargo ships and mug them for other factions. I wanna explore unknown areas ( screenshot for proof) for a fee, and I want this game to go on and on, and not end after you done all the missions.

If only I could get past level ???

Post Thu Nov 13, 2003 7:47 pm

Can just the lighting be implimented, if dont want to change the game?

Post Thu Nov 13, 2003 8:11 pm

If you want a better and more 'rounded' game, then download the TEMP mod when its put up. There are various threads around on it right now, and i made it. It is difficult to complete (its supposed to be challenging) but i have created bundle packs of mods that you can activate with the main mod. These give you role play in SP, amongst other things. Also - there is an easier mod option, which will allow you to play without stuff like AI using regens. Give it a whorl and tell me what you think if you are interested. Visit the freelancer discussion board, and the thread is 'a more complete freelancer anyone?'. You can email me to become a tester.

Chips

Edited by - Chips on 13-11-2003 20:11:40

Post Fri Nov 14, 2003 12:26 am

I like this mod alot and with a few ship additions would be awsome !

Only real beef I have with it is its noncompatibility with IONCROSS FLSO dont know why but i havent been able to figure it out...
anyone have any idea why it wont work with this mod ?

Post Fri Nov 14, 2003 2:43 am

The problem with the IONCROSS is it doesnt recognise the server when we open it up. The character or server op wont work. It will bring up the server..BUT you can now edit the files or do anything to it.

Post Fri Nov 14, 2003 2:44 am

Correction: not "now"...its supposed to be "not"

Post Fri Nov 14, 2003 4:31 am

Okay... To me this mod has it ups and downs:

- Having everything dark is cool and all, but if you are on the other side of a planet, you can not see where you are very well. Especially when you have just came out of a battle and you are all mixed up on where everything is. I almost crashed on Manhattan when I got out of a battle behind it. I swiched out of Mouse Flight mode, and I tried to figure out where I was facing. I was staring at blank space - or so I thought. I figured out it was the "night" side of Manhattan just in time to pull away. This new lighting effect also interferes with my 360-degree views of my ship. (Yes, I like to admire my ship...)

- However, I like how you can equip any class shield/weapon to your ship. Of course, your ship has a limited power supply, so you must choose your weapons wisely. (I like that, too ) I also like how the NPC shields charge like your own. This way, they actually have (a little) more of a chance against you.

This is just my opinion of the V2 of this mod. Yours might vary, so I suggest you download it and try it yourself.

See ya,

- AlPal

--------------------------

I want to be a video game tester when I grow up! Playing video games for a living sounds awesome!

Post Fri Nov 14, 2003 6:19 am

In the next version I will probably make the ai shields change optional using the new FLMM beta 6.

@AlPal - I have already done what I can regarding the night side ambience of planets but in reality you would not be able to see the night side of a planet in space, the fact that you can in this mod was done purposefully since I knew there would be complaints. Just don't fly too close to planets

Btw only weapons are class-less all other equipment is the same as it was before, and yes you must be careful about what weapons you load onto your ship because if you overload your power plant your ability to fight will be severely hampered. This is why all the infocards were updated to show what the maximum recommended weapon class levels are for each ship.

Finally the IONCROSS issue I believe comes from the fact that the serverresources.dll file is modified in this release and the game simply does not recognize when the server is up. I will remove those changes in the next version for full compatability, until then you can replace the current file with this one.

@Chips - I really don't appreciate advertising in this thread, especially not the 'better and more 'rounded' game' comment. Please remove that post.

Primary Developer of the =EOA= Players Consortium

Edited by - Louva-Deus on 21-12-2003 00:48:22

Post Fri Nov 21, 2003 1:35 am

I love RealSpace 2.0, much more realistic. It is difficult to race Hovis because unfortunately there do not seem to be flood lights around the race course.

Now here is my wish list for RealSpace 3.0 Much of this may not be possible given the abilities of Mod revision but:

I have played space games that had a more realistic traveling feel. I have the impression that space in Freelancer is only a few miles across. Here is what I would enjoy:

1. When you travel using your engines from one point to another in space planets and moons do NOT get any larger. Space stations and gates etc do but not planetary bodies. That is correct, you must travel by trade lane or jump gate to get anywhere. That makes the game more like Terminus. I once took off from Mars in that game headed for the asteroids. Two days later I estimated it would take me another three months in real time to actually get there. Very realistic. Of course everyone uses jump gates to trave in that game as well.

2. Most planets distant from where you are should be either barely visible or not visible at all because SPACE IS BIG. If you want to see them up close go there using trade lanes. I believe this would give the game a more realistic feel without sacrificing the fun of playing.

3. This means that jump holes, asteroid bases, wrecks, etc. would have to be relatively close to a trade lane. You do not want the player to spend hours traveling from one point to another. Of course if you just have to be able to fly directly from one planet to another introduce the "jump engine" When using this piece of add on equipment you CAN fly through space on your own. You will have to use your navagation equipment to direct you of course.

Oh, well , I am probably just dreaming. Congratulations on a well thought out improvement to an already great game.

Post Sun Nov 23, 2003 8:06 am

The only problem I had with the Hovis race is that for me I'm usually in a heavy fighter by then and with the new version of Real Space there is a difference in speed and cruise build-up time between light fighters(dagger) and heavy fighters. Just makes things that much more challenging but I did beat Hovis despite that on my first try.

Just to let you guys know I've fixed the problem that makes it so you cannot purchase the Anubis to use in the last 3 missions. You will have to manage your money along the way though because it is not cheap.

Primary Developer of the =EOA= Players Consortium

Post Fri Dec 05, 2003 8:00 am

Hi Louva;
Great Work, this mod is so good I cant play the game without it.

I really woundt change anything as far as the lighting goes, it looks great.

Louva; what other compatible mods that you like best work well with this mod?

Is there any mod where you have a place to store your extra stuff,

again great work, its like playing a whole new game. thanks very much.

Post Sat Dec 06, 2003 2:24 am

The only time I activate more than one mod at a time is when im doing mod work. However opensp and cruise speed mods should work ok with Real Space. You would have to give me an idea what mods you are thinking of using with it.

Primary Developer of the =EOA= Players Consortium

Post Sat Dec 06, 2003 3:58 am

louva ; would real-space work with flmassive addon or epsilon mod ?
I currently use forward

firing turrets and the tizona del cid patch. it would be nice to have a home

base with a place to keep extra weapon loadouts so you dont have to get

them repaired every time you take radation damage. thanks for the quick

reply. are you planning a real-space v3 and if so what would you like to add,

change.

- every bar should have the sights of a interspace commerce bar

Edited by - barondekalb on 06-12-2003 04:51:44

Post Sat Dec 06, 2003 11:55 pm

Real Space is not compatible with massive addon, I am not sure about Epsilon mod since I have not tried it yet. I'm not familiar with this 'forward firing turrets' thing you are talking about but the del cid patch works fine.

There is no way to save equipment off to a storage place, the only extra storage you have is in your cargo hold and you usually lose all that when you die, however in the next version I may remove that problem so you can store things in your cargo to carry around with you.

Primary Developer of the =EOA= Players Consortium

Post Sun Dec 07, 2003 9:16 am

louva;
here is the info on FFTurret it works very nicly with real space.
File name: FFTurret (FLMM)
File size : 401KB
Category: Addons
Date: 20-05-2003 05:25:23
Creator: Reggie Stein
Description: These files allow the turrets to fire forward on the following ships:
Falcon
Eagle
Valkyrie
Titan
Hammerhead

I either moved the turret to a new location and/or allowed it to fire 360 degrees. The Saber works out of the box. The Falcon worked but the turret was mounted upside down. There may be other ships with turrets that only fire backwards but the AI likes to ping at you with the turret as you chase it. The one gun just is not enough to save it from your pursuit.

Very heavy fighters should have 7 forward firing guns and heavy fighters 6.

Read the readme for instructions.
Please use FLMM 1.2 to use this mod

- It is available on lancers reactor download page's....

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