Can you resize Jump Gates
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Hey. Ive been useing my model of the Andromeda Ascendent in Freelancer, and its to big to fit through the jump gates. Is their anyway to Resize the Jump Gate so Andromeda can fit through. I tried with FL Model Resizer and it resized everything except the part you jumped through. Any ideas?
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I’ve played around somewhat with resizing Jumpgates/Tradelanes… and my simple answer would be … um… no… hehe…
but…my oberservations have led me to a few points…
1. Jumphole itself seems to be governed by the .ale files… I can make the gate bigger… fx stays the same size…
same for tradelanes…2. If your not fitting or docking… it may be the HPmount placement… if thats in the wrong place for a large ship you’ll just go in very big circles… if your lucky… of just get caught in the sequence… if unlucky… HCMP is your “salvation” here
3. If all else fails ( AND YOUR IN SP ONLY!! AND NEVER TAKING IT ON A SERVER!!)… you can always “resize” the model a bit smaller with the model tool (ver 10ab6) say all by about 0.9… then try agian…
Not easy fixes no… there’s probaly a way to embiggin (yes embiggin hehe…) the FX as well… but that’s not my strong hand… hang in there… im shure someone will be along soon with a way better idea ;D ;D
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The jumpgate has moving parts; thus, none of the current tools recognize it. Unfortunately, I don’t think you can resize it all bar rebuilding the whole thing from scratch as a brand new, non-moving model.
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[Solar]
nickname = dock_ring
ids_name = 261158
ids_info = 66141
type = DOCKING_RING
DA_archetype = solar\dockable\docking_ringX2_lod.cmp
material_library = solar\Solar_mat_ring.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
loadout = DOCKING_RING
open_sound = ring_open_sound
close_sound = ring_close_sound
docking_sphere = jump, HpDockMountA, 800, Sc_open dock a
docking_sphere = jump, HpDockMountB, 800, Sc_open dock b
solar_radius = 600
shape_name = NAV_dockingrings
hit_pts = 999999961690316250000000000000000000.000000
phantom_physics = true <–--------------------------------------------------------------hereI have not tried it on gates, give it a shot.Â
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**Why not simply get rid of the SUR file, as in you will just pass through it.
A work-around in FLMM is to rename the SUR file.**
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Move the HpMount on the Andromeda ship towards the front of the ship. All that needs to happen for FL to dock you with either a Jumpgate, docking port, tradelane, etc. is for the HpMount on your ship to make contact; this is how vanilla FL Capital Ships are able to dock with reletively no issues, and is how I’m able to even shove Newark Station through a vanilla jumpgate.
Alternatively, go to the jumpgate entry in solararch.ini, and look for the following line:
docking_sphere = jump, HpDockMountA, 525
Change that last number to a higher value; this will increase the “acceptable docking radius” of the jumpgate.Finally, you could simply just toss in a “phantom_physics = true” line under the jumpgate, yeah. This would allow you to pass through it, but weapons fire etc. will still hit the gate.
Hope this helps.
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Thanks guys. As for the Hp Mount. I just re-worked Andromedas harpoints, and if any of you now andromeda, i put the HP Mount at the very front of the ship on the main body.
I thinkily try the Phantom Physics. Like i said, Thanks.