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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 Wed Mar 17, 2004 2:44 pm

Grab the Lite version.

Post Mon Mar 22, 2004 10:39 am

Wow this really looks amazing, good job...but can u tweak the gameplay a little too, i think that is the primary thing freelancer is missing, it should be a bit more like privateer 1+2

TommY out

Movin' in for the kill

Post Fri Apr 02, 2004 2:49 pm

Sounds really good!!!

Post Tue Jun 01, 2004 8:48 pm

While I mostly play Freelancer with this mod. (It's one of the best) and have a question. Another Mod I like is the Additional Menu Options from StarfyreStudios. I would like to be able to run it with this mod but FLMM gives a red flag on it. Can the Mod be made to be compatable with the AMO from StarfyreStudios (or include it in the Mod)?

http://www.lancersreactor.com/t/downloa ... asp?id=718

Post Sun Jul 18, 2004 3:18 pm

Hey

So I read all the postings and no-one else seems to be having the problem that I am. The mod won't work. I'm running freelancer v1.0 with no other mods, and after installing realspace 2.2 and running FL, I see no difference. I repeated several times, but still nothing. Any ideas?

A

Post Thu Jul 22, 2004 9:15 am

You have to activate the mod for it to show up.

Post Sat Jul 31, 2004 1:08 am

Talking about realism... There are some things I dislike about most space-based computer games (and movies, for that matter). Most of them are related to atmospheric and/or gravitational thinking.

One of them is the notion of "max speed", and that spacecraft slows to a halt when you stop the engines. This is completely unrealistic. You only need the engines to accelerate _and_ to decelerate, not to keep your speed up. So, as long as your engines are on, you should keep accelerating, but it would take a similar amount of time to slow down again. There should be no "max speed".

Because there is no atmosphere, you can't really make turns. You can change the direction the ship faces, but it will still go in almost the same direction it did before. The only way to do away with momentum that points in direction x is to decelerate, using your engines. Adding momentum in direction y will alter your course, but it won't make you turn. (Airplanes can only turn because they exploit the friction of the atmosphere.)

All in all, space is not a place for dogfights (or you need very powerful engines and a sophisticated thrust control system).

I'm not sure a big difference in maneuverability of ship classes is justified, from a realistic point of view. If a bigger ship has bigger engines (with the progression being linear), it has the same maneuverability. No atmosphere, remember?

What I especially dislike about Freelancer is that it completely fails to give the illusion of space because it has well-defined 'up' and 'down' directions, to the point of your ship 'righting itself' if you don't touch the controls. Also, most (if not all) objects in a system tend to be roughly on the same plane. (It's also stupid that planets don't move or rotate, but I guess there is no chance of fixing that.)

Gravity is largely missing - when you're near a big mass, you should drift towards it (it gives you an acceleration that points to its center of mass; the effect would be negligible when you're far from the mass, but still there).

Laser-based weapons should have an 'infinite' projectile speed.

Because there are no practical limits to how much you can accelerate, a really fast-moving ship could outrun most projectiles fired from slower moving ships. However, the starting velocity of projectiles should include the magnitude _and_ direction of the velocity of the ship firing them - so if a ship goes at 200 units, a torpedo it fires would also start going at 200 units and accelerate from there.

If a ship moves forward at constant speed, then projectiles fired from it in any direction should "move with it" - i.e. the ship shouldn't overtake shots fired 'upwards', there is no reason for them to curve away from you because there is no atmosphere, remember?

I guess you get the picture.

Is there a mod that addresses some of these issues?

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