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Freelancer Explorer: Raise/Lower bases?

Scheduled Pinned Locked Moved Speciality Modding
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  • D Offline
    D Offline
    Destroyerofworlds
    wrote on global:last_edited_by,
    #1

    How do I do it? I’ve changed all three values in the Rotation section, but the base doesnt plunge down into the darkness I want.

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  • F Offline
    F Offline
    FriendlyFire
    wrote on global:last_edited_by,
    #2

    You want to move a base vertically? FLE can’t do that.

    Learn to use INIs, seriously, you’ll be much better off.

    I’ll warn you, too, that vertical positions get overwritten by FLE. If you give something a Z value (assuming X, Z, Y ordering) and open the system in FLE, FLE will clear that Z value.

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  • G Offline
    G Offline
    Gisteron
    wrote on global:last_edited_by,
    #3

    FF, he wrote that he changed all three values. seems to be the ini actually. however, the rotation values do not change anything on the position but only the orientation. if you want your base to move in heigh change the second value of the ini parameter position =

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  • D Offline
    D Offline
    Destroyerofworlds
    wrote on global:last_edited_by,
    #4

    Not really a good editor then…(well, it is…partly).

    Ok then, thanks

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  • D Offline
    D Offline
    Destroyerofworlds
    wrote on global:last_edited_by,
    #5

    What file do I edit then? .ini file I mean.

    For example, my Mooring fixture is level/overlapping my Docking ring, what file would i edit to fix this.

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  • ? Offline
    ? Offline
    Guest
    wrote on global:last_edited_by,
    #6

    As per Gisteron’s post, look two up, second value in the position setting of your custom base in your custom ini file. Docking fixtures are normally 350 above the docking ring

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  • G Offline
    G Offline
    Gisteron
    wrote on global:last_edited_by,
    #7

    .\data\universe\systems[system][system].ini if default.

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  • [ Offline
    [ Offline
    [Black_Legion]Zeus
    wrote on global:last_edited_by,
    #8

    Gisteron wrote:
    .\data\universe\systems[system][system].ini if default.

    Follow this path. Let’s use Trenton Outpost in New York as an example, which is in \Systems\LI01\li01.ini

    Trenton outpost is here as:

    [Object]
    nickname = Li01_06
    ids_name = 196771
    pos = -30642, 0, -29671
    rotate = 0, 32, 0
    Archetype = space_shipping02
    ids_info = 65769
    base = Li01_06_base
    dock_with = Li01_06_base
    voice = atc_leg_m01
    space_costume = pl_male1_head, li_tilton_body
    reputation = co_ss_grp
    behavior = NOTHING
    difficulty_level = 3
    loadout = space_shipping01_co_01
    pilot = pilot_solar_easy

    The value you need to edit is the pos = -30642, 0, -29671 line, remember the co-ordinates are x,y,z and 0,0,0 is the centre of the system.

    To move it “up” or “down”, you need to edit the y value to whatever you feel like. Hope this helps.

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  • F Offline
    F Offline
    foxUnit01
    wrote on global:last_edited_by,
    #9

    FriendlyFire wrote:
    (assuming X, Z, Y ordering)

    I hate to be that guy, but it’s common for space games to use Y as their “vertical” value (for example, X3’s horizantal map is arranged X,Z while the vertical map is arranged X,Y). This is probably from common mathematics coordinate systems (especially physics) using Y as their vertical. 😉

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  • D Offline
    D Offline
    Destroyerofworlds
    wrote on global:last_edited_by,
    #10

    Thanks guys, all sorted now.

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  • G Offline
    G Offline
    Gisteron
    wrote on global:last_edited_by,
    #11

    yes, recognise that, too, that most of us use the Z variable in the middle. likely this is due to the universe map, where you have only X and Y where Y is actually Z but on a 2D map it is called “Y”. so for not to confuse beginners it is simplier in some cases either to explain that Y on the map is Z in real or, which is even simplier than this - to call Y in 3D “Z”

    Fox, you mentioned the X3 game, that has at least two map views if i understood it correctly. now, here is a task to our gentlemen from the programming and hacking section: please, try to find a way to implement multiple map views depending on axis, so 3D systems make more sense 😄
    i think, if this is possible, Freelancer will be thrown to a completely new generation, where we can make a realistic space ambiences without having the issue, that players can only view all items compressed to one heigh on the map.
    wow first time i am sad we can’t have the source code the legal way… such a feature is sure a lot of work even for an experienced programer without any sources.

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  • J Offline
    J Offline
    jase240
    wrote on global:last_edited_by,
    #12

    so many y’s and z’s and x’s and wow thats just a lot to get confused with lol…

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  • F Offline
    F Offline
    FriendlyFire
    wrote on global:last_edited_by,
    #13

    foxUnit01 wrote:

    FriendlyFire wrote:
    (assuming X, Z, Y ordering)

    I hate to be that guy, but it’s common for space games to use Y as their “vertical” value (for example, X3’s horizantal map is arranged X,Z while the vertical map is arranged X,Y). This is probably from common mathematics coordinate systems (especially physics) using Y as their vertical. 😉

    Actually, Z is vertical in both mathematics and physics 'round here 😛

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    0
  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #14

    Here’s a partial implementation of an XY map. Read navmapxy.c for usage and limitations. I probably won’t develop it any further.

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  • F Offline
    F Offline
    foxUnit01
    wrote on global:last_edited_by,
    #15

    adoxa, you’re crazy dude. 😄

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  • starworldS Offline
    starworldS Offline
    starworld
    wrote on global:last_edited_by,
    #16

    Is it possible to fix two problems in navmapxy?

    1. random bug trade lanes

    2. on the map of the universe, the player position is not good.

    1 Reply Last reply
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