Scale Problems
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I’m sure almost everyone that’s played Freelancer has noticed the inaccurate scale system. This brings me to my question of how I go about changing that. The major thing I want to change is the scale of planets, I thought that I would just open up one of the planets in milkshape 3d and fix the problem there. However, the planets that I have tried are in “.sph” format therefore I can’t open them. This is really beginning to frustrate me and I would appreciate any ideas you all can give me. Thx in advance!
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Open them with UTF Edit and there you have a node for their radius. Change the values.
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Planets range between 400 to 8000 (m?) so they are way too small but FL systems are 100000 to 200000 (m?) so I’d suggest keeping your planet sizes below 20000.
Systems can be made bigger but anything larger than 250000 takes ages to cross at cruise, cruise speed can be increased but that creates a whole raft of issues with encounters so I reckon it needs to be kept below 400.
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I tried what you guys said, and it worked wonderfully! Thx so much for the help. I just had a thought and wanted to ask about it. If opening up a planet in UTF Editor and editing it size works, could the same thing be done for battleships? I know that their size scale was off as well. Again thx for all the help!
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Big systems introduce ship shaking which is impossible to prevent. You can work around it by using smaller systems, but then you might as well start from scratch instead of using FL’s universe.
Also no, battleships would be another story entirely. You can probably resize them, it’s just a matter of importing and exporting each model without screwing it up along the way.
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for the *.sph request from the first post:
http://the-starport.net/modules/news/article.php?storyid=55&keywords=giant+planets
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Be careful making the planets bigger in vanilla fl, it will cause crashes due to them encroaching into patrol paths and zones etc.