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{Software} Freelancer Explorer - System Editor

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 Sun Jun 11, 2006 2:16 pm

Even with the non-standard naming?

Post Tue Jun 13, 2006 1:39 am

Don't think naming is of any relevance Louva, i could call it Gibbon Patrol #1, as long as the path numbering is consecutive then it all seems to be fine. My problem is i like to test each patrol to make sure its working, which is where i discovered the issue with FLE restarting the path numbers from 01, 01 if you close and then restart FLE.

Post Mon Jul 10, 2006 12:55 pm

I have an Idea for the cylinder zone issue, Make any cylinder zone that has patrol in it's name a line and have the rest be properly displayed.

And what about that side view? "Soon" was quite a while ago.

Post Sat Jul 22, 2006 5:50 pm

Good news! A new version of FLE will soon be ready for testing and then release!

Post Mon Nov 20, 2006 7:45 am

Is the new version released yet? If not, how much longer?

I wouls also like to make a suggestion for a future release. I would like to be able to make tradelanes use the Z axis and not just the X and Y axis. This would allow for a much larger universe. You can manually create tradelanes that use the Z axis, but this is not very easy.

Post Mon Nov 20, 2006 1:48 pm

Creating very large systems with sub-Solar systems at different leves gives Freelancer space a type of realism that the orginal developers neglected. (I've been doing this). But I think a real nice touch would be to "tilt" trade lanes to go from one solar system to the other within that "mini" universe.
The only other way to get around going from one level to the next would be to place intersystem jumpgates or jumpholes from one system to the other based upon the level that the target systems are at.

Post Thu Dec 21, 2006 1:43 am

It is great to see this utility still seeing updates! May I add a small wish?

When I place a jumphole (and I assume a station, planet etc) higher or lower than the default 0, and then tweak it's position in FLE, I fly into the level and it is back to 0. Is it possible to have FLE read the current elevation and keep it as you move an object left or right?

Great work on this utility, I couldn't even imagine trying to manually layout a 30 degree trade lane without it!

Post Tue Jan 02, 2007 11:48 am

You can download the latest version of Freelancer Explorer through Lancer's Reactor:

Grab it Here

Freelancer - =EOA= Players Consortium
Serious Sam - Seriously!

Post Tue Jan 23, 2007 1:27 pm

If there will be a further release of this excellent tool, I would like to make a suggestion.

When placing a planet that is bigger than I think it is 4000 radius, mod manager does not allow you to enter the appropiate values for atmosphere and damage zone. You need to go in and manually correct this in the ini's. It would be nice and faster for system modders if this could be done by FL Explorer.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Wed Jan 24, 2007 5:56 am

You will have to be a bit more specific. And what does FLMM have to do with this?

Freelancer - =EOA= Players Consortium
Serious Sam - Seriously!

Post Wed Jan 24, 2007 8:18 am

If you have a planet in solararch that is larger than 4000 in solar radius, you cannot add the correct atmosphere or damaga ezone ranges. It gives you an error telling you that the ranges are incorrect. I have to leave them at the defaults, then manually correct things in the system ini files.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Tue Feb 06, 2007 8:39 pm

can someone help me with this problem? This error prevents me from saving the systems and planets I named while editing.

http://i5.photobucket.com/albums/y168/N ... r/WTF2.jpg

Post Fri Mar 16, 2007 5:56 pm

Make sure you have the latest version and try reinstalling the editor.

Post Mon Apr 02, 2007 9:54 am

FLE makes jumpholes just fine, now how do i make them work for network play on the client? I have been all over the forums for a week and still cannot find a way to do this. Some holes show up but are unaccessible, others do not show at all. Yet when I go to use them on the server box, bingo!, they work. What did i miss in the tutorial?

Post Mon Apr 02, 2007 10:39 am

ARe you using a character that was created prior to the jumpholes being added? If so, they will not see any new jumphole or they will not work. Any time you add a jumphole or jumpgate, you will need to do a player wipe and start from scratch.

Requiem: A Total FL Conversion Mod .

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