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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 Sat Jan 31, 2004 5:43 am

Just wanted to drop ya some kudos!

This is my first hint anywhere, that i'm working on something quite special, in the way of a mod.... Anyways, right after v2.2 was rls'd... like 1hr later actually, i started ripping it apart, and grabbing your amazing graphic updates, and incorporating them in to my project, (was planning on getting your permission pre announcement of my development of course)...
Few days later.. you release the lite version.... hah... Woulda saved me hours....

Excellent job buddy! Keep up the good work, from another soon to be uber modder , I appreciate the effort and willingness to openly share, so that we may each build off eachother benefiting everyone.

Hopefully someday soon, I can contribute something back!


humbleThC
The humble Crew

Post Sat Jan 31, 2004 5:08 pm

Well unlike some mod-makers I create things with the intention of them being used. People can and will 'steal' things anyway no matter what you do so why be stingy?

Post Sat Jan 31, 2004 9:39 pm

I just thought, as in space there is no friction, wouldent the smaller ship/higher speed rule only apply on a planet? Also, woudent the bigger ones have a bigger engine and faster speed? Not shure about manoverabilty tho...
Mayby you should make this rule an option in later versions of the mod? I know you guys dont care about physics but what about us who do?
Great mod otherwise.
Thanks,
"The Supreme Ripper"

Post Tue Feb 03, 2004 8:30 pm

Smaller the ship the less mass that needs to be moved so the faster it will go if all the engines are pretty much the same. Since the original mass settings did not affect the ship speed in this game I had to modify the engines themselves to create that effect. It gives a bit more challenge when smaller ships are faster than you.

Post Fri Feb 06, 2004 2:18 am

Hi!

I'm playing Version 2.2 right now. I'm not far yet, but it looks very real.

By now, I have one wish and one point of critique:

Wish:
The ships have strong front-lights: is it possible to ad a Torch-like light-effect, when I get close to objects? I often just can't see objects, when I approach them for their shadow-side.

critique:
I like the new speeds of the ships, but with a light-fighter running at 150 it's ridiculous to use missiles that only fly 90 or 99 km/s.

Keep up the great work!

Post Tue Feb 17, 2004 9:00 pm

If you are using Real Space Lite and get the following error:

Error: Unable to find dest 'equip = SlowXLargeRed, HpGreenLight01'(...) in 'C:\Program Files\Microsoft Games\Freelancer\data\solar\loadouts.ini'


Then you need to download this patched script.xml file and overwrite the one you are using.

Post Sat Feb 21, 2004 8:55 am

Hi, played RealSpace for the first time last night. I like the looks of it a lot! Much better than the original! And you're definitely on the same track as I am with gamepley. I changed a couple of the same things in the regular game and found it to play much sweeter. Mind if I share notes?
I did the faster ships for all by level/class thing, but I also differentiated by type- Civ vs Mil. Civ ships are always slower than military built ships in my "mod", with the fastest doing 120 vs most fighters 140 base (the desc of the civ ships is that of "workhorses", not "racehorses", and they do all have bigger cargo caps). Freighters are slower (60-80), except the pirate freighter which can do 90. Gunboats got slowed down a bit (60-70), but the slowest cap ships got sped up a tad (30-40). The heavy fighters got speeds of anywhere from 100 (civ BH) to 140 (Anubis), depending on their make/mass.
I did not change thruster speeds at all. As thrusters seem to almost double your speed, it seemed to play great with the Starflier doing 240 under thruster, the very heavy fighters doing 220 or so, regular fighters doing 260 - 280, and the nomads smoking along at almost 300 The gameplay in all battles seemed to be more exciting and varied- no two ships flying exactly the same.

I absolutely made faster MISSILES ( I think I set the acceleration to 120 for the regulars and 150 for the seekers) and it worked like a champ to spice up the battles! They actually launch forward of your ship, curve toward your target, and try to hit it just like a good little missile should The regulars can get evaded with hard manuevers and afterburner (cool to watch the NPC do that in front of you), and you use countermeasures all the time in a fight, not just when a cruise disruptor is launched lol.

All I did then (besides remove all level requirements) was turn up the difficulty to 1.5, so that everyone was flying real ships and using real guns. Even the light Patriot fighters in one of the the later missions were able to slam my Hammerhead's level 7 Protector shield down to where I had to use shield batteries more than once. And I had to use missiles to catch the racy little b*stards or hit them on their head on runs lol. And the heavier battles- lets just say I had to fill up on nanobots after a lot of the later missions. It really felt like good gamepley

I will keep trying your mod, but I have to tell you, I did quit after not being able to destroy either one of a pair of rogues with the starting ship after a full 10 min fight. I am going to see how hard it is to try NO batteries or nanobots, instead speeding up shield regen by a bunch and maybe increasing hull strength a bit for the lighter ships. It seems to me that shield batteries and nanobots might be the problem to balancing battle situations, not the solution. They always seemed like kind of a cheap way out, if you know what I mean.

Any comments (or suggestions on how to implement the no batt/bot idea , please feel free to comment! I'm up for anything that makes FL more fun And I'll post more comments on your mod as time goes on. Again, kudos on the graphics work!

Post Sat Feb 21, 2004 9:26 am

Oh and I will totally skip the smileys in the future, they look stoopid on this board....

Post Sat Feb 21, 2004 9:36 pm

Oopsie docking with Detroit Munitions- you get smashed into it over and over, and never dock. Did it three times just approaching and hitting F3. One time it did open the bay and let me in, then I got pingponged inside the bay lol.

Hmm, lots of comments about the lighting of stations etc. Any way to put *light sources* on the stations' dark sides? or on objects that stay very near the station to light it? I was just thinking the docking ports would probably be lit up to show the numbers.

Still checking the game out on hard, it's still hard to kill enemies with my wussy weapons.

Do you want to check out the weapon_equip.ini I modified to speed up the missiles? Very small change, you just have to change the base missile motor for each class, and leave the missle motor stats for the guns alone. Gotta love MS, using variations on missile motors for guns lol....
I'll be glad to send you that, or the engine_equip.ini I modified for ship speeds. I think I went more in depth than you did with your speed changes, and if you like it, feel free to use it.

Post Sat Feb 21, 2004 10:40 pm

Oops, after deactivating Real Space and activating Real Space Lite, I get the following error when selecting System Lighting option upon activation:

Error: FLMM has determined that 'Real Space Lite : v1.0' won't properly activate.
Error: Unable to find dest 'equip = SlowXLargeRed, HpGreenLight01'(...) in 'C:\Program Files\Microsoft Games\Freelancer\data\solar\loadouts.ini'

Mod works fine if I leave the system lighting option disabled. Latest FLMM ver, just used the Get New Version option yesterday.

Post Sat Feb 21, 2004 11:18 pm

Fixed- RS Lite now loads completely. Done by deactivating the mods I was using (pathfinding, SPonly 1.1, RSLite, No Starting Vids) and reinstalling the FL SDK from EOE, then reactivating the mods. I'd just installed it earlier today tho, dunno where the oopsie happened.
The lighting isn't the only oopsie- when I tried to play without the system lighting before the fix, my ships had no equipment, not even engine, and I didnt get any starting creds. So there definitely was some file goofage going on, and I didn't edit anything at all today- just installed SDK and RS Lite, then deactivated RS full and activated RS lite. Maybe I should have deactivated RS full first, then installed RS Lite?

Post Mon Feb 23, 2004 9:52 am


All I did then ... was turn up the difficulty to 1.5, so that everyone was flying real ships and using real guns.

I'm curious what you are referring to in that sentence.


I will keep trying your mod, but I have to tell you, I did quit after not being able to destroy either one of a pair of rogues with the starting ship after a full 10 min fight.

This mod should probably be rated for pilots(players) of moderate or better flying skills because it is harder to play but far from impossible. Taking myself as an example even on the hardest setting I have very little problem progressing through the game. The more advanced players should enjoy this since it brings more of a challenge.


Oopsie docking with Detroit Munitions- you get smashed into it over and over, and never dock. Did it three times just approaching and hitting F3. One time it did open the bay and let me in, then I got pingponged inside the bay lol.

There shouldn't be any problems with docking unless you are trying to dock from a weird angle or when you are too close to the station.


Any way to put *light sources* on the stations' dark sides?

That would negate the point of the mod. There are dark sides because there is no lightsource(sun) shining on them from the other side.

As for the last problem you should probably reinstall the entire game since the sdk does not fix problems outside of the ini files and its not a garuntee when you run many different mods.

Post Fri Mar 05, 2004 11:52 am



actually the hubble telescope pictures of the nebula are really something

everyone should take a look at, these are some of the most beautiful pictures

of space ever seen. while not taken from deep space, they are looking through

deep space from earths orbit. will post a link shortly. and if you wanted to

compare those pictures to freelancer with and without realspace mod i think

you would see a closer match with the realspace mod.



*errmm trying very hard not to flame

Dude! those pictures are touched up, I don't think they actually have any colors in the original photos. Some more, they're many times not the pictures of the visible spectrum. Ie. this is a picture of the gamma ray, x -ray or stuff like that. You don't see them.

Real space is a very dark place... don't play games too much that's why

p.s America needs a better education system -_-

Edited by - Visconti on 3/5/2004 11:54:02 AM

Post Fri Mar 05, 2004 11:51 pm

Space is a scary place

Post Wed Mar 17, 2004 2:27 pm

Just for curiousity's sake, do you have a link to just the cosmetic effects of the mod? I want to see your new lighting/planet effects and the like, but I don't want anything touching my ships or changing them.

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