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FireBase Ship Pack Version 1.01-Comments/FEEDBACKS

Here you can find news, get help and comment about the ?FireBase Ships? and the ?FireBase Ship Packs? for Freelancer

Post Mon Jan 26, 2004 12:07 am

Excellent work!

Possible Bugs tho....

The below package, might need to be remarked out.. IF, your export on the ship for the below package doesn't have the 4 hardpoints exported correctly... I might have noticed some console errors pertaining to that.

[Good
nickname = fb_exotic02_package
...clipped...
addon = FastSmallBlue, HpRunningLight01, 1
addon = FastSmallBlue, HpRunningLight02, 1
addon = FastSmallBlue, HpRunningLight03, 1
addon = FastSmallBlue, HpRunningLight04, 1


---------also---------------

in shiparch.ini your missing some hardpoints for the basilisk

hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCm01

----------- i think? --------------

humbleThC
The humble Crew

Edited by - humble on 1/26/2004 1:31:28 AM

Post Mon Jan 26, 2004 4:09 am

AMAZING! are we allowed to use these in our own MODs?

-/-/-/-/-/-/-/-

http://www.cardamine.net/ - New and improved, with downloads!

Post Mon Jan 26, 2004 6:12 pm

humble,

you can correct the spelling in the exotic2 (Raven Claw Package)

as for the basilisk. I removed those hardpoints intentionally so as to prevent buying another weapon that is not internal. Anyway, you can look at them at weapons side bar of the ship. I designed the basilisk much like of those internal weapon using nomads.

All I do for LOVE

Post Mon Jan 26, 2004 6:14 pm

cardamine,

yes you can use my mod, and correct those errors if you found some, but please contact me so i can update it to.

All I do for LOVE

Post Mon Feb 02, 2004 11:30 am

*trys hard to keep subject alive *

btw, firebase, mind if i make it so that certian Factions can fly your ships?

-----


Hey there Conan... or as they say in Africa... Hey there Conan!

Post Mon Feb 02, 2004 10:42 pm

Veral,

If you are using it on your own mod, why not... yes, other faction can use it.


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Post Tue Feb 03, 2004 3:58 pm

great ships, fun to fly, BUT the Raven's Claw is WAY too fast..I hit afterburner and go 980.... plus it flies at 230 normal..this is AFTER i dropped one of the afterburners because i was going too fast, and ended up going faster heh...Anyway, great work on the ships, i love them, just maybe tone them down a tad, ships that go that fast are just too much to handle

Baene

Post Wed Feb 04, 2004 6:42 am

Are you nuts, I love these fast ships.

Post Wed Feb 04, 2004 6:29 pm

Baene

Are you using another mod in tandem with my mod?

cuz, i know that Raven Claw has a speed of 90 standard and approx. 580 when the two thrusters are used. This is in standard FL.

Speed for my Ships.

Ghost and Basilisk - 200
Black Specter and Death Scythe - 150
Phantom and Raven Claw - 90

the two vhf's are sluggish that's why i have given them two thrusters instead of one.

Now when you use my pack with evolutions you will have thruster problem, as it drains too fast.


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Post Sat Feb 07, 2004 7:47 pm

Hey, I just have joined but I already have a question, why does Freelancer Crash when I try to use the FireBase Ship MOD 1.01?

Post Mon Feb 09, 2004 6:19 pm

Please be more specific like what other mod are you using. What are you doing when it crashed, is it during loading time or in game.

common problems during loading time start-up screen.

autosave might be present during loading --- delete autosave
if it still persists delete all your saved files. This will solve all NOD problems.

Are you using a mod prior to FireBase Ship Pack?
You might have used that mods save game and that mod is not activated.

The best solution is download the latest Freelancer SDK file from Louva Deuss at the Download Page.


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Post Wed Feb 25, 2004 7:12 pm

firebase: I noticed that with the phantom and raven's claw the id tag says x/2 for guns/turrets, yet when loading them out there are no spaces for turrets. is the id tag wrong or were no turrets activated in the coding?

If I'm not here accepting the things I cannot change, I'm off somewhere ranting and raving about not being God.

Post Thu Feb 26, 2004 6:34 pm

sorry about that....

I have remove the turrets for the Raven Claw and Phantom... Just for got to update its info... sorry bout that.... you can update it in the script files.

Thanks for bringing it up to my attention.


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Post Thu Mar 04, 2004 8:44 pm

look at the top of this page....


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Post Fri Mar 05, 2004 2:55 am

Very very NICE stuff

As always - me likes

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