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WARNING:General:Engine: destroy_joint:

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Sat Dec 24, 2005 3:12 pm

WARNING:General:Engine: destroy_joint:

Hi

This error is driving me nuts as i cant find the cause and it crashes the server...

WARNING:General:Engine: destroy_joint: Failing to disconnect -1 <- 128860520, not connected.

the <- 128860520 changes most times..

heres my shiparch entry for the ship

[Ship
ids_name = 458900
ids_info = 458884
ids_info1 = 458885
ids_info2 = 459834
ids_info3 = 458886
nickname = mirage
ship_class = 1
mission_property = can_use_berths
type = FIGHTER
fuse = intermed_damage_smallship02,0.000000,1000
fuse = intermed_damage_smallship03,0.000000,500
num_exhaust_nozzles = 2
LODranges = 0, 5000
max_bank_angle = 35
camera_offset = 10, 50
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
DA_archetype = SHIPS\mirage\mirage.cmp
material_library = SHIPS\mirage\mirage.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = SHIPS\or_elite.ini
distance_render = 5000
explosion_arch = explosion_ku_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
shield_battery_limit = 90
nanobot_limit = 90
hit_pts = 11300
hold_size = 75
linear_drag = 1
mass = 140
hold_size = 20
steering_torque = 16700, 16700, 16700
angular_drag = 10000, 10000, 10000
rotation_inertia = 1000, 1000, 1000
HP_tractor_source = HpTractor_Source01
shield_link = l_elite_shield01, HpMount, HpShield01, HpLic
hp_type = hp_freighter_shield_special_1, HpLic
hp_type = hp_thruster, HpThruster01
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
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_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01

no breakaway bits, so why is this happening, i cannot fathom it out at all folks.

Unicornz

Post Sat Dec 24, 2005 5:29 pm

ok i changed this line

explosion_arch = explosion_ku_fighter

to

explosion_arch = explosion_li_freighter

still the same prob

Post Sat Dec 24, 2005 5:36 pm

latest shiparch entry, still goving same errors thought sometimes you can shoot a few before it happens now, but it still give same error


[Ship
ids_name = 458900
ids_info = 458884
ids_info1 = 458885
ids_info2 = 459834
ids_info3 = 458886
nickname = mirage
ship_class = 1
mission_property = can_use_berths
type = FIGHTER
num_exhaust_nozzles = 2
LODranges = 0, 5000
max_bank_angle = 35
camera_offset = 10, 50
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
DA_archetype = SHIPS\mirage\mirage.cmp
material_library = SHIPS\mirage\mirage.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = SHIPS\or_elite.ini
distance_render = 5000
explosion_arch = explosion_li_freighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
shield_battery_limit = 90
nanobot_limit = 90
hit_pts = 11300
hold_size = 75
linear_drag = 1
mass = 140
hold_size = 20
steering_torque = 16700, 16700, 16700
angular_drag = 10000, 10000, 10000
rotation_inertia = 1000, 1000, 1000
HP_tractor_source = HpTractor_Source01
shield_link = l_elite_shield01, HpMount, HpShield01, HpLic
hp_type = hp_freighter_shield_special_1, HpLic
hp_type = hp_thruster, HpThruster01
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
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_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01

Post Tue Dec 27, 2005 9:23 am

hi uni

did you change anything on the fuses?
to me it looks like when the ship gets destroyed FL doesnt get the command to remove the engines from the game

Post Fri Dec 30, 2005 2:10 pm

I tried all sort of fuses, thentook them off altogether, same error..

added the engines to the shield link seemed to fix it

Post Mon Mar 13, 2006 12:53 pm

I have the same error with a ship which is used as a encounter. Is there any solution for this error?

Edited by - burzelmann on 3/13/2006 12:53:30 PM

Post Wed Nov 14, 2007 9:58 am

i have the exact error message and it to is driving me bannanas. This happens when i or another npc destroys another npc ship of only a certian faction of my creation. i know this is an old topic but it is dead on with my problem.
i need some help pleaseeeee!!!!!!!
Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache
Edited by - aching head on 11/14/2007 9:58:16 AM

Edited by - aching head on 11/14/2007 9:58:55 AM

Edited by - aching head on 11/14/2007 9:59:49 AM

Edited by - aching head on 11/14/2007 10:00:23 AM

Post Wed Nov 14, 2007 11:14 am

add th eengine to the shield link m8

shield_link = l_elite_shield01, HpMount, HpShield01, Hpengine01


solved it for me

Post Wed Nov 14, 2007 1:05 pm

tried it. with no effect. it only does it with two ship models. ive even tried swaping the models between factions. the problem moves with the ship model itself. i've tried remaking the model. no real effect. it like freelancer is mocking me.

Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache

Post Wed Nov 14, 2007 2:55 pm

this was a while ago so i'm trying to remember

ok def add the engine to the shield link and try cahnging the
explosion_arch = whatever it is to
explosion_arch = explosion_instant
see what happens

if i remember its something to do with parts comingoff the ship which mine didnt have

Post Thu Nov 15, 2007 9:22 am

well i noticed that there are two ways for a fighter to explode, #1instantly and #2 spin out/flip/flop then explode. if the ship explodes instantly there is no problem.
If it spins out thats when the game crashes to windows. I posted more info on this in a new topic called "Help! problem w/my mod when certian ships explode " in the "mod errors board"

But i will change the explosionarch again this time with the engines atached to the shield link. i hope this works
Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache
Edited by - aching head on 11/15/2007 9:26:50 AM

Post Thu Nov 15, 2007 9:57 am

no it didn't work m8. its definatley a problem with the ship cmp i'm using.
Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache

Post Thu Nov 15, 2007 10:00 am

Post Thu Nov 15, 2007 1:16 pm

Hey m8s to all who have had this problem i've found out what caused it.
i used a sur file from li_elite (defender) the sur comes with a shield bubble. i simply used a sur from the armored transport that has no shield bubble and the problem is fixed. however the targeting is off center on the npcs. i used fl model tool v1.0a beta6 to resize the surs. i could create my own surs but they always seem to crash the game. im using sur exporter v1.1 and milkshape v1.7.6 any ideas

P.S i've even tried a simple box as a sur and it still crashes if i use surs of my own creation.

But no more crashes when ships explode thats fixed m8s.
just change the sur to armored transport and the game automatically uses the shield link in shiparch.

Post Thu Nov 15, 2007 2:48 pm

cool

surs are too much work for me i dont have the time thats needed to work on them

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