Would like a Train
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Hello, hope you can help or give some guidance, I have looked around to see if there is a mod just for adding trains. if so any advice on this as reading around there seems to be posts about docking possibly being an issue?
is it as easy as copying the ships from the ships folders and pasting them in whatever house you want to purchase them from?
Any help appreciated
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Wooa! Not so easy as you think, but not so hard too. You will have to make a few changes in the freelancers .ini file. But if you look at them they’ll seem like gibberish. That’s because they are compressed. You should download the Bini decompressor from the downloads section, or get the Freelancer SDK which contains already decompressed .ini files.
Next you should copy the models (in this case the trains, start with 1) from its source location to a location of your choice in DATA/SHIPS (You should make a new folder in the Ships folder). The models are the files with the .cmp (or .3db) extension, and the textures have the .mat extension (Though you don’t need to copy them, just remember their location.). Next you will have to make an entry in the DATA/SHIPS/Shiparch.ini for each ship you clone.
A typical entry in the shiparch.ini looks like this:
(This actually is the shiparch entry for the Train.)[Ship] ids_name = 237055 ids_info = 66609 nickname = ge_train LODranges = 0, 300, 450, 750, 950, 4500 msg_id_prefix = gcs_refer_shiparch_ctransport mission_property = can_use_med_moors type = TRANSPORT DA_archetype = ships\utility\freight_train\freight_trainx2.3db material_library = ships\utility\utility_misc.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 500.000000 hold_size = 1000000 explosion_arch = explosion_cap_ship1 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 hp_type = hp_turret, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04 steering_torque = 190000.000000, 190000.000000, 90000.000000 angular_drag = 900000.000000, 900000.000000, 900000.000000 rotation_inertia = 600000.000000, 600000.000000, 600000.000000 nudge_force = 150000.000000 HP_bay_surface = HpCargo01 HP_bay_external = HpCargo02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 fuse = train_transport_death_fuse, 0.000000, 1 fuse = intermed_damage_train01, 0.000000, 2625 fuse = intermed_damage_train02, 0.000000, 1313 hit_pts = 10500
But you won’t be needing this 'cause it already is in your shiparch.ini, instead you’ll be making your own entry like this:
[Ship] ids_name = 237055 ;Leave this alone. This is number refferences the name of the ship displayed in game. ids_info = 66609 ;This is the info about the ship. Leave it alone too. nickname = ge_train_flyable ;This is the name of the ship used by Freelancer. You have to change it so it is different from any other nicknames. LODranges = 0, 300, 450, 750, 950, 4500 ;These are the Level of Detail ranges, leave them alone too. msg_id_prefix = gcs_refer_shiparch_ctransport ;This is used for communication. E.g. when NPC hail you they say transport, not freighter or fighter. mission_property = can_use_berths ;Change this to can_use_berths this will make your ship dock to docking rings and stations type = FREIGHTER ;This must be FIGHTER or FREIGHTER DA_archetype = ships\utility\freight_train\freight_trainx2.3db ;This is the location of the .cmp or the .3db model file. Change it so its true for you. material_library = ships\utility\utility_misc.mat ;This is the path to the .mat file. Leave it alone. material_library = fx\envmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 500.000000 hold_size = 1000000 explosion_arch = explosion_cap_ship1 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 ;These are the hardpoint types. Copy them from me. This will make your ship carry 6 max class 6 turrets hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04 hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 steering_torque = 190000.000000, 190000.000000, 90000.000000 angular_drag = 900000.000000, 900000.000000, 900000.000000 rotation_inertia = 600000.000000, 600000.000000, 600000.000000 nudge_force = 150000.000000 HP_bay_surface = HpCargo01 HP_bay_external = HpCargo02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 fuse = train_transport_death_fuse, 0.000000, 1 fuse = intermed_damage_train01, 0.000000, 2625 fuse = intermed_damage_train02, 0.000000, 1313 hit_pts = 10500 max_bank_angle = 35 ;This is fun. This is the maximum angle your ship will bank when turning, 70 is maximum (in degrees) camera_offset = 15, 50 ;Distance of the camera from the ship, in Y and Z camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 ;Finished here XD
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Put this in your DATA/EQUIPMENT/goods.ini
[Good] nickname = train_fly_hull category = shiphull ship = ge_train_flyable ;Here put the nickname of the ship from shiparch.ini price = 6600 ;The price ids_name = 237055 ;Change this to the value in shiparch.ini item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db ;Icon, leave alone. [Good] nickname = train_fly_package category = ship hull = train_fly_hull addon = ge_s_scanner_02 addon = infinite_power addon = sfx_rumble_ut_large addon = ge_t_engine_01 addon = co_train_turret01_mark01, HpTurret01 addon = co_train_turret01_mark01, HpTurret02 addon = co_train_turret01_mark01, HpTurret03 addon = co_train_turret01_mark01, HpTurret04 addon = co_train_turret01_mark01, HpTurret05 addon = co_train_turret01_mark01, HpTurret06 addon = armor_scale_0 addon = SlowMediumWhite, HpRunningLight01 addon = SlowMediumWhite, HpRunningLight02 addon = SlowMediumWhite, HpRunningLight03 addon = SlowMediumWhite, HpRunningLight04 addon = SlowMediumWhite, HpRunningLight05 addon = SlowMediumWhite, HpRunningLight06 addon = SlowMediumWhite, HpRunningLight07 addon = SlowMediumWhite, HpRunningLight08 addon = SlowMediumWhite, HpRunningLight09 addon = SlowMediumWhite, HpRunningLight10 addon = SlowMediumWhite, HpRunningLight11 addon = SlowMediumWhite, HpRunningLight12 addon = SlowMediumWhite, HpRunningLight13 addon = SlowMediumWhite, HpRunningLight14 addon = SlowMediumWhite, HpRunningLight15 addon = DockingLightRed, HpDockLight01 addon = DockingLightRed, HpDockLight02 addon = DockingLightRed, HpDockLight03
This will make your ship a buyable good.
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And finally the DATA/EQUIPMENT/market_ships.ini
Find the name of the base you wish to sell your ship on. Li01_01_Base is Mannhattan.
[BaseGood] base = Li01_01_base marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1 marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1 marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1 marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1 marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1 marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1 marketgood = le_package, 2, -1, 0, 0, 1, 1, 1 marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1 marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1 marketgood = be_package, 8, -1, 0, 0, 1, 1, 1 marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1 marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1 marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1 marketgood = re_package, 22, -1, 0, 0, 1, 1, 1 marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1 marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1 marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1 marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1 marketgood = train_fly_package, 1, -1, 1, 1, 0, 1, 1
This will make your train buy able on Manhattan instead of the Patriot. XD
Good Luck!
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little bit lost. copied all info into relevant .ini files, did not create new folder with ship in, what do I have to name folder, tried looking for the decompresser found something called Bini.exe?? no idea what do do with once it has started
Your help much appreciated
pasted in DATA/SHIPS/Shiparch.ini
[Ship] ids_name = 237055 ;Leave this alone. This is number refferences the name of the ship displayed in game. ids_info = 66609 ;This is the info about the ship. Leave it alone too. nickname = ge_train_flyable ;This is the name of the ship used by Freelancer. You have to change it so it is different from any other nicknames. LODranges = 0, 300, 450, 750, 950, 4500 ;These are the Level of Detail ranges, leave them alone too. msg_id_prefix = gcs_refer_shiparch_ctransport ;This is used for communication. E.g. when NPC hail you they say transport, not freighter or fighter. mission_property = can_use_berths ;Change this to can_use_berths this will make your ship dock to docking rings and stations type = FREIGHTER ;This must be FIGHTER or FREIGHTER DA_archetype = ships\utility\freight_train\freight_trainx2.3db ;This is the location of the .cmp or the .3db model file. Change it so its true for you. material_library = ships\utility\utility_misc.mat ;This is the path to the .mat file. Leave it alone. material_library = fx\envmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 500.000000 hold_size = 1000000 explosion_arch = explosion_cap_ship1 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 ;These are the hardpoint types. Copy them from me. This will make your ship carry 6 max class 6 turrets hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04 hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 steering_torque = 190000.000000, 190000.000000, 90000.000000 angular_drag = 900000.000000, 900000.000000, 900000.000000 rotation_inertia = 600000.000000, 600000.000000, 600000.000000 nudge_force = 150000.000000 HP_bay_surface = HpCargo01 HP_bay_external = HpCargo02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 fuse = train_transport_death_fuse, 0.000000, 1 fuse = intermed_damage_train01, 0.000000, 2625 fuse = intermed_damage_train02, 0.000000, 1313 hit_pts = 10500 max_bank_angle = 35 ;This is fun. This is the maximum angle your ship will bank when turning, 70 is maximum (in degrees) camera_offset = 15, 50 ;Distance of the camera from the ship, in Y and Z camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 ;Finished here XD
pasted in DATA/EQUIPMENT/goods.ini
[Good] nickname = train_fly_hull category = shiphull ship = ge_train_flyable ;Here put the nickname of the ship from shiparch.ini price = 6600 ;The price ids_name = 237055 ;Change this to the value in shiparch.ini item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db ;Icon, leave alone. Pasted this in DATA/EQUIPMENT/goods.ini [Good] nickname = train_fly_package category = ship hull = train_fly_hull addon = ge_s_scanner_02 addon = infinite_power addon = sfx_rumble_ut_large addon = ge_t_engine_01 addon = co_train_turret01_mark01, HpTurret01 addon = co_train_turret01_mark01, HpTurret02 addon = co_train_turret01_mark01, HpTurret03 addon = co_train_turret01_mark01, HpTurret04 addon = co_train_turret01_mark01, HpTurret05 addon = co_train_turret01_mark01, HpTurret06 addon = armor_scale_0 addon = SlowMediumWhite, HpRunningLight01 addon = SlowMediumWhite, HpRunningLight02 addon = SlowMediumWhite, HpRunningLight03 addon = SlowMediumWhite, HpRunningLight04 addon = SlowMediumWhite, HpRunningLight05 addon = SlowMediumWhite, HpRunningLight06 addon = SlowMediumWhite, HpRunningLight07 addon = SlowMediumWhite, HpRunningLight08 addon = SlowMediumWhite, HpRunningLight09 addon = SlowMediumWhite, HpRunningLight10 addon = SlowMediumWhite, HpRunningLight11 addon = SlowMediumWhite, HpRunningLight12 addon = SlowMediumWhite, HpRunningLight13 addon = SlowMediumWhite, HpRunningLight14 addon = SlowMediumWhite, HpRunningLight15 addon = DockingLightRed, HpDockLight01 addon = DockingLightRed, HpDockLight02 addon = DockingLightRed, HpDockLight03
Pasted this in DATA/EQUIPMENT/market_ships.ini
[BaseGood] base = Li01_01_base marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1 marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1 marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1 marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1 marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1 marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1 marketgood = le_package, 2, -1, 0, 0, 1, 1, 1 marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1 marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1 marketgood = be_package, 8, -1, 0, 0, 1, 1, 1 marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1 marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1 marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1 marketgood = re_package, 22, -1, 0, 0, 1, 1, 1 marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1 marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1 marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1 marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1 marketgood = train_fly_package, 1, -1, 1, 1, 0, 1, 1
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If you don’t know how to use the decompressor use the SDK instead. http://the-starport.net/index.php?option=com_docman&task=doc_download&gid=11&Itemid=43
You can name the folder any way you like but you have to include it in the shiparch.
Example:
I create a folder called MY_TRAINZ in DATA/SHIPS so the location of my cmp file is DATA/SHIPS/MY_TRAINZ/model.cmp
You even don’t need the folder, just dump it in DATA/SHIPS, but I like when it’s all neat and tidy. ;D -
I would advise NOT to use any sort of BINI decrypter or decompressor; they tend to make important errors which have been fixed in the SDK.
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got this so far.
have followed all the above steps and just cannot get it to show on the screen
I have pasted in at the bottom of the file what is shown above for the Shiparch.ini and made the changes as recommended.
done the same as described for DATA/EQUIPMENT/goods.ini
and added this line to the (marketgood = train_fly_package, 1, -1, 1, 1, 0, 1, 1) market goods.iniany help resolving this further would be great
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You have four ships for sale. Freelancer only supports up to three ships for sale per station. Simply remove one of the other ships.
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Just comment the Rhino’s package in Li01_01_base in MarketShips.ini. Its entry should look similar to that of your train (IE it should have many 1s as opposed to many 0s).
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Thanks for all your help & patients FriendlyFire finely got it working :D, now to make some credits. this thing is an earth mover it takes millions of credits to load it up.
One last thing is there something editable to change the view i.e. move the camera back some distance as all I can see when flying is hull Panels
noticed this on some ships on the shiparch.ini
camera_offset = 6, 22 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 12 shield_battery_limit = 12
But it is not on the train code you posted, is this something I can add to it in order to get the view more friendly
even adjust the nanobot limit would that be possible? -
Camera offset contains the relevant data.
I always forget which is which for axis though And I think it’s also possible to offset on X axis (side to side), but normally this isn’t needed, so it’s left off during initialization -defaulting to 0.But keep this little section in mind, because it’s quite handy when some ships in a mod come with horrible stock view settings (usually capital ships, but fighters as well).
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I did posted id but I didn’t fine tuned it.
@AsE:little bit lost. copied all info into relevant .ini files, did not create new folder with ship in, what do I have to name folder, tried looking for the decompresser found something called Bini.exe?? no idea what do do with once it has started
Your help much appreciated
pasted in DATA/SHIPS/Shiparch.ini
[Ship] ids_name = 237055 ;Leave this alone. This is number refferences the name of the ship displayed in game. ids_info = 66609 ;This is the info about the ship. Leave it alone too. nickname = ge_train_flyable ;This is the name of the ship used by Freelancer. You have to change it so it is different from any other nicknames. LODranges = 0, 300, 450, 750, 950, 4500 ;These are the Level of Detail ranges, leave them alone too. msg_id_prefix = gcs_refer_shiparch_ctransport ;This is used for communication. E.g. when NPC hail you they say transport, not freighter or fighter. mission_property = can_use_berths ;Change this to can_use_berths this will make your ship dock to docking rings and stations type = FREIGHTER ;This must be FIGHTER or FREIGHTER DA_archetype = ships\utility\freight_train\freight_trainx2.3db ;This is the location of the .cmp or the .3db model file. Change it so its true for you. material_library = ships\utility\utility_misc.mat ;This is the path to the .mat file. Leave it alone. material_library = fx\envmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 500.000000 hold_size = 1000000 explosion_arch = explosion_cap_ship1 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 ;These are the hardpoint types. Copy them from me. This will make your ship carry 6 max class 6 turrets hp_type = hp_cargo_pod, HpCargo01, HpCargo02, HpCargo03, HpCargo04 hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06 steering_torque = 190000.000000, 190000.000000, 90000.000000 angular_drag = 900000.000000, 900000.000000, 900000.000000 rotation_inertia = 600000.000000, 600000.000000, 600000.000000 nudge_force = 150000.000000 HP_bay_surface = HpCargo01 HP_bay_external = HpCargo02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 fuse = train_transport_death_fuse, 0.000000, 1 fuse = intermed_damage_train01, 0.000000, 2625 fuse = intermed_damage_train02, 0.000000, 1313 hit_pts = 10500 max_bank_angle = 35 ;This is fun. This is the maximum angle your ship will bank when turning, 70 is maximum (in degrees) camera_offset = 15, 50 ;Distance of the camera from the ship, in Y and Z camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 ;Finished here XD
pasted in DATA/EQUIPMENT/goods.ini
[Good] nickname = train_fly_hull category = shiphull ship = ge_train_flyable ;Here put the nickname of the ship from shiparch.ini price = 6600 ;The price ids_name = 237055 ;Change this to the value in shiparch.ini item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db ;Icon, leave alone. Pasted this in DATA/EQUIPMENT/goods.ini [Good] nickname = train_fly_package category = ship hull = train_fly_hull addon = ge_s_scanner_02 addon = infinite_power addon = sfx_rumble_ut_large addon = ge_t_engine_01 addon = co_train_turret01_mark01, HpTurret01 addon = co_train_turret01_mark01, HpTurret02 addon = co_train_turret01_mark01, HpTurret03 addon = co_train_turret01_mark01, HpTurret04 addon = co_train_turret01_mark01, HpTurret05 addon = co_train_turret01_mark01, HpTurret06 addon = armor_scale_0 addon = SlowMediumWhite, HpRunningLight01 addon = SlowMediumWhite, HpRunningLight02 addon = SlowMediumWhite, HpRunningLight03 addon = SlowMediumWhite, HpRunningLight04 addon = SlowMediumWhite, HpRunningLight05 addon = SlowMediumWhite, HpRunningLight06 addon = SlowMediumWhite, HpRunningLight07 addon = SlowMediumWhite, HpRunningLight08 addon = SlowMediumWhite, HpRunningLight09 addon = SlowMediumWhite, HpRunningLight10 addon = SlowMediumWhite, HpRunningLight11 addon = SlowMediumWhite, HpRunningLight12 addon = SlowMediumWhite, HpRunningLight13 addon = SlowMediumWhite, HpRunningLight14 addon = SlowMediumWhite, HpRunningLight15 addon = DockingLightRed, HpDockLight01 addon = DockingLightRed, HpDockLight02 addon = DockingLightRed, HpDockLight03
Pasted this in DATA/EQUIPMENT/market_ships.ini
[BaseGood] base = Li01_01_base marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1 marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1 marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1 marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1 marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1 marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1 marketgood = le_package, 2, -1, 0, 0, 1, 1, 1 marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1 marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1 marketgood = be_package, 8, -1, 0, 0, 1, 1, 1 marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1 marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1 marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1 marketgood = re_package, 22, -1, 0, 0, 1, 1, 1 marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1 marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1 marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1 marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1 marketgood = train_fly_package, 1, -1, 1, 1, 0, 1, 1
See? ;D
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Hehe. But you just needed to change the offset.
camera_offset = 35, 150