Constant crashes problem.
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Yep. Remember there should only be one [Exclusion Zones] block. Each “exclusion” line means one new exclusion zone.
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If I remember correctly a trade lane exclusion zone has coordinates based on the centre of the lane segment and needs to have the same angle as the lane segment.
Lane 50000,0,10000 to 100000, 0, 10000
the exclusion zone would be centred on
75000, 0, 10000 with an angle of 270 degrees (I think! lol)
the box zone would be something like1500, 1500, 50000
Please look in other system ini’s for accurate figures as I’m writing from memory here
CK256
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A tradelane exclusion is just like any other zone. Doesn’t matter if you have one or not. It’s only important if you want traffic happening. Can be any shape or size, if it’s added to an asteroid field then you won’t see asteroids in that field. It’s that simple. It can be box shaped, elliptical, cylindrical. To be correct it’s actually a tradelane encounter zone which you can happily use as an exclusion zone. No point in having two zones defined to do two different jobs when one will do both
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How do or where do I add the info for tradelanes ie = 1 -> 2 and 2 -> 1 and it reversed going the other way back down the tradelane.
Example:
planetA to planetB
planetB to planetAFLE did it once without doing the whole create a new.dll, but now it’s not going to allow me to do it again without doing the whole create a new.dll. It keeps doing the make a new .dll.
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Have a look at your tradelane code, on the first gate you will see this line added,
tradelane_space_name = 460000 <–— IDS number
and same again on your last tradelane. This is the name of where the lane goes from (first entry) and where it goes to (last entry). You either let FLE create this via the dll that it makes or make a custom dll and add the info manually which is what i do. Choice is yours.
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Hi. You seem to know a lot about modding. Well, I have rpoblem with some mods. I can’t get them out! I would like to get rid of them but they woan’t go away even if I reinstall the game. If yuo think you caqn help me contacvt me at [email protected]. Thanks!!
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If you used FLMM to activate a mod, it should de-activate using FLMM again.
But FLMM is not always 100% reliable for this and can leave spurious mod files in the Freelancer folder.
To re-install, you should first uninstall Freelancer from Control Panel… Add or Remove Programs
Then manually find and delete the Freelancer folder entirely, and also delete the My Documents\My Games\Freelancer folder.
Then you can be sure of a clean fresh re-install.
Once you do re-install, just apply the GLS workaround patch and then make a copy of the new Freelancer folder and keep it for future use. Then you won’t need to do another re-install, but just delete the suspect Freelancer folder, copy the saved copy to a new folder, and rename that to “Freelancer”.
Here’s another tip:
I use a Virtual CD drive (there are several free ones) and I made an image of my Freelancer CD (and several others), so now I can use my Virtual CD drive to mount it when I need it for installations - I don’t need to rummage for my original FL CD.