Some bases show, some don't…
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I’m in the process of making a clone of the Alaska system.
I’m noticing a couple of oddities though.
No matter where you are in the system, Juneau Shipyard, Prison Station Mitchell, and the Jumpgate show up in your sensor display (lower left corner of your screen). Most of the other bases added do not show up once you get about 10k away from them. Even those placed in the vicinity of Juneau Shipyard, Prison Station Mitchell, and the Jumpgate. They disappear once you get about 10k away from them. One added base however also shows up in your sensor display once you discover it. It’s in a completely different area and zone.
So, my first question is this. What setting(s) determine how far away you can pick up a base and where do I find those settings?
The second thing I’ve noticed is that a couple of added zones (a lootable field, and an ambient pop zone) show up in the political map. I don’t want them to. How do I prevent them from showing up as well?
I thought these problems might be solved by messing with the visit = setting, but there doesn’t seem to be any consistency there. I want the bases to show up on the navmap once they’ve been discovered, but I want them to disappear from the solars filter in your sensors display once you get out of range.
Thanks for the assist.
R
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Crap… This (and my other requests) should have been posted in the Help Requests section.
Can an admin/moderator please move them before I get spanked?R
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Actually, this is fitting the board’s purposes. Help and Requests would’ve been appropriate if you wanted someone else to make the clone of Alaska, for instance. It has more to do with hiring people for specific tasks and/or finding new people to create a mod team.
Nobody move this please
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No matter where you are in the system, Juneau Shipyard, Prison Station Mitchell, and the Jumpgate show up in your sensor display (lower left corner of your screen). Most of the other bases added do not show up once you get about 10k away from them. Even those placed in the vicinity of Juneau Shipyard, Prison Station Mitchell, and the Jumpgate. They disappear once you get about 10k away from them. One added base however also shows up in your sensor display once you discover it. It’s in a completely different area and zone.
So, my first question is this. What setting(s) determine how far away you can pick up a base and where do I find those settings?
An odd thing we debated here some time ago with out getting proper results - Some bases are shown in the sensor display about a FAR distance, and others only ~10-14k (as well jump holes)
How ever, the distance for those “low ranged bases” can be altered by an offset for the Freelancer.exe:14000f in freelancer.exe, 0xd1750 = solar detection radar range ~FriendlyFire 0xd1750 = 1.1 ```(Or just check by replacing your Freelancer.exe with the one from my mod which I sent you in my PM) > I want the bases to show up on the navmap once they've been discovered, but I want them to disappear from the solars filter in your sensors display once you get out of range. So you want that all bases stay at radar until 10k distance, including Juneau Shipyard, Prison Station Mitchell, and the Jumpgate, and then disappear? Sry, but since the mistery a bout the solar range isn't solved, I am not sure about if this is possible. But, may be this could work, you could try to create new Juneau Shipyard, Prison Station Mitchell, and the Jumpgate, and hope that it would work there then. Don't have any other clue or idea, sorry.
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As the system is a clone of the original Alaska, EVERYTHING is new.
As you’re no doubt aware, the original Juneau was not dockable because none of the components that made up the base actually had a dock. I fixed that little problem and added 5 more bases as well as making Mitchell’s rooms work as well.Patrol paths work, encounters work, everything seems to work, but those little glitches bother me.
One of the bases I added a base is built off the Leon base. It disappears after you get 10k away. Another base built off the Sheffield station template remains visible on the solars filter once you discover it.
Any ideas on the zones question?
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sry I’m not sure but it sounds like u got LOD_rang problem.
Some original stations only got lod ranges of 5k because they are only used in nebulas.
Go to the solararch.ini and change the lod lv of the bases and the parts U’ve added to them.Note: There is a general limit for lod ranges harcoded into the exe file, not sure what i originaly is ours is 300k or so.
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I’ll try that, but the LOD ranges for the stations in question are up to 20000. The base ‘should’ then disappear after 20k distance, but they don’t.
The stations in question are the:
jumpgate (remains visible)
LODranges = 0, 8000, 12000, 18000, 22000, 50000prison (remains visible)
LODranges = 0, 1000, 2500, 6000, 20000space_factory01 (remains visible)
LODranges = 0, 2000, 15000smallstation1 (remains visible)
LODranges = 0, 2000, 4000, 5000, 10000, 20000miningbase_FragC (disappears once ‘out of range’)
LODranges = 0, 7000l_dreadnought (disappears once ‘out of range’)
LODranges = 0, 600, 800, 1200, 2000, 3000, 6000, 20000The l_dreadnought and the miningbase_FragC disappear once you get 10k away.
The others all stay visible in the solars filters no matter where you are once they’re discovered.If the LOD range is the problem, then why does the l_dreadnought (20k) and the miningbase_FragC (7k) disappear but the others with LODranges similar to the dread do not? I thought the LOD range only determined the ‘level of detail’ you saw when you were visualizing it. Shouldn’t have anything to do with detectability range.
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As far as I have understand you, you want to increase the range those base stay at radar/sensor/sonar/whatever (corner at the left bottom)
As I have wrote above, the offset works for quite many bases, and for those it isn’t the bases are shown along the entire system. -
No, I want to decrease the range. I want the bases to drop off the screen once you get a distance away.
The problem seems to be related to the base archetype itself, so I’m going to look further at the shiparch and the cmps, but when i looked yesterday nothing jumped out at me. -
Ok as i see it your problem is that the battleship stations disappear after 10 k whatever u set as lod range.
I got the same problem and I’m sure that the lod range is set in the CMP file but i wasn’t able to remove it.
Maybe someone else knows how to overwrite the right part in via UTF. -
R, How ever, this doesn’t change the problem. If I remember correctly, even different arche types have different solar ranges (for instance, Manhattan and Malta/Crete docking ring). So I doubt it is the arch type…
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No, it isn’t.
I noticed that the archetypes in question in my system all had ids_name and ids_info lines using codes that must be hardcoded into the exe as none of them show up in any of the dlls.
The two bases that faded away after 10k or so either had ids_name = 1, ids_info = 1, or nothing at all. I changed the offending bases to match, but that did not solve the problem.
So, it’s not the shiparch as near as I can tell.
One of my team changed the cmp and mat files to those of the dreadnought leaving all other info the same and they behaved the way I wanted, so the stuff I need must be in either the cmp or the mat files. I’m completely confounded there so I’m hoping he can figure something out using MilkShape or a utf editor of some kind. That’s way out of my league.
It’s not a deal killer, I guess I’m just a nitpicker when it comes to details. It just bugs me that they’re visible from all the way across the system and other things are not…
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Ok as i see it your problem is that the battleship stations disappear after 10 k whatever u set as lod range.
I got the same problem and I’m sure that the lod range is set in the CMP file but i wasn’t able to remove it.
Maybe someone else knows how to overwrite the right part in via UTF.Have you tried this offset?
10000f in freelancer.exe, 0x213ec8 = maximum draw distance for some bases (like battleships) ~FriendlyFire
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…The second thing I’ve noticed is that a couple of added zones (a lootable field, and an ambient pop zone) show up in the political map. I don’t want them to. How do I prevent them from showing up as well?
I believe the appearance of zones on the political map is controlled by the faction_weight values. Remove those and the zone should disappear (assuming the encounters aren’t used in the place of faction_weights. I don’t believe they are but I’m not certain).