Cruisers, battleships in game
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[Good]
nickname = custom_li_cruiser_package
category = ship
hull = custom_li_cruiser_hull
addon = ge_lfr_engine_01, internal, 1
addon = li_freighter_power01, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = sfx_rumble_cruiser, internal, 1
addon = li_cruiser_forward_gun01, HpWeapon01, 1
addon = LargeWhiteSpecial, HpHeadLight01, 1
addon = LargeWhiteSpecial, HpHeadLight02, 1
addon = SlowLargeBlue, HpRunningLight03, 1
addon = SlowLargeBlue, HpRunningLight04, 1
addon = SlowLargeBlue, HpRunningLight05, 1
addon = SlowLargeBlue, HpRunningLight06, 1
addon = shield01_mark10_cruiser, HpShield01, 1“addon = sfx_rumble_cruiser, internal, 1”
Should that be there?
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Well the only other thing I can see is that you have a torpedo hardpoint in shiparch but you didn’t mention adding one to the cmp, don’t think it has one as standard.
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I think it is a special campaign thing. When walker explodes his ship to let trent & cie to leave alaska system he surely uses that.
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From where do you get these fuses? fuse = li_cruiser_body_player_fuse, 0.000000, 1
This one does not exist, so the game crashes surely. -
@Timmy
Just forgot to write, i ve had that hardpoint too, but its no reason to get CTD.
From where do you get these fuses? fuse = li_cruiser_body_player_fuse, 0.000000, 1 This one does not exist, so the game crashes surely.
I just added that player tag for buyable ship i have seen this tag in other mods, but now you ask, i think i forgot to define this fuse in equip folder. Thanks
@Freestalker
So, you mean that sfx need only when Walker went into that dreadnought in Alaska?
EDIT: Is it possible that li_freighter engine and power are small for this ship?
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The engine and power are to small. Use the li cruiser engine (look in the engine_equip for “lc_”.
The SFX is not a crash reason. It just adds some rumbling sound to your ship, so it sounds big.Oh and: fuses are no equipment for ships. Fuses are fuses.
Just remove the 3 fuses for testing. -
explosion_resistance = 0.900000 <<–- WTF??? on a shiparch??
try removing that first, Engine & power won’t crash unless its not defined… there are no restrictions in the normal game, any engine/power will mount on any ship via a goods entry… you’ll just get a lower underpowered one… and with BS ships…& a trader loadout you’ll probably just sit there with not enough power to do anything.
try stripping the goods line by line… you only really need the following to work
addon = ship_engine_01, internal, 1 addon = ship_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1
& any lights/contrails you want active
Battleships don’t normally have shields either -
If you think that this is needed, just do it! It’s your cruiser.
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Oki… lets look at this a second
In short… yes, when in doubt… make your own to test with… that’s the joy of modding really. This applys to almost every aspect of making anything… EVER… so… that bita wisdom aside…
You are starting to get the idea here Davis, yes a traders engine won’t have the necessary thrust to counter the battleship/cruisers mass… you can in theory have a powerplant with small values and still have a functional ship… but the engine is key to flight here and here’s where you should start, regardless of your crash … its just good practice.
Now… There’s a whole bevy of engines already in the game that cater for all classes but in my experience when working on bringing back the Battleships & Other non flyables for player use… its best to just leave the originals alone and make some “copys” … why? you ask… well balance really… and agian… its good practice and easy too for what your doing you can even use the same IDS numbers (though not desired) just tag them differently in the INI IE: my_bs_engine01
also… try to get as close to possible to the original from the start (for anything) then “mod up” from there… make it work… then mod it… well that’s what works for me anyways lol & when in doubt, revert back to your previous backup (you do make backups i hope?) and start again after sleeping on it a bit 8-)
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@ Xarian
Ive never made new powerplants, engines (except recoloring) nor capitals ingame thats why i asked about it.
Just because i have an idea thats not sure to gonna work, and get CTD every time, is not enjoyable, at least to me, and when im on the verge of givin up, i rather ask, if nobody responds i continue, and sooner or later i find something. But thats dead-time and a bit boring, and why do i get headache if someone knows the solution or spots the problem, next time i will take care of it.Anyway your guideline is fine, i will try what you mentioned.
Thanks a lot
(you do make backups i hope?)
5 separate places, after my vga gettin ill
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Did you modify anything else exept the things for that cruiser? And where do you want to sell it? Make sure you don’t have more than three ship packages to sell on the station/planet.
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Just use the cruiser engine
should be ge_lc_engine01 or ge_lc_engine_01. -
<data file="data\ships\shiparch.ini" method="append"><source> [Ship] ids_name = 237031 ids_info = 66565 nickname = li_cruiser_pl LODranges = 0, 200, 400, 600, 1000, 6000 msg_id_prefix = gcs_refer_shiparch_Libc cockpit = Cockpits\liberty\l_freighter.ini HpCockpit=DpCntrltwr shield_link=l_freighter_shield01, HpMount, HpEngine01, DpCntrltwr hp_type = hp_freighter_shield_special_10, DpCntrltwr max_bank_angle = 15 camera_offset = 15, 150 ; 25, 180 camera_angular_acceleration = 0.060000 camera_horizontal_turn_angle = 20 camera_vertical_turn_up_angle = 10 camera_vertical_turn_down_angle = 20 camera_turn_look_ahead_slerp_amount = 1.000000 strafe_force = 40000.000000 mission_property = can_use_large_moors ;type = CRUISER type = FREIGHTER ship_class= 2 DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp material_library = ships\liberty\li_capships.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 5000.000000 hold_size = 1000 hit_pts = 43300 explosion_arch = explosion_instant fuse = li_cruiser_body_fuse, 0.000000, 1 fuse = li_cruiser_burning_fuse01, 0.000000, 10825 fuse = li_cruiser_burning_fuse02, 0.000000, 5413 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 steering_torque = 20000000.000000, 20000000.000000, 20000000.000000 angular_drag = 132000000.000000, 132000000.000000, 132000000.000000 rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000 nudge_force = 300000.000000 HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 4</data> <data file="DATA\EQUIPMENT\goods.ini" method="append"><source> [Good] nickname = li_cruiser_pl_hull category = shiphull ship = li_cruiser_pl price = 15 ;00 ids_name = 237031 [Good] nickname = li_cruiser_package category = ship hull = li_cruiser_pl_hull addon = infinite_power addon = ge_s_scanner_02 addon = ge_s_tractor_01 addon = ge_lc_engine_01 addon = sfx_rumble_cruiser addon = li_cruiser_forward_gun01, HpWeapon01 addon = li_cruiser_turret01, HpTurret_L5_01 addon = li_cruiser_turret01, HpTurret_L5_02 addon = li_cruiser_missile_turret01, HpTurret_L5_03 addon = li_cruiser_missile_turret01, HpTurret_L5_04 addon = li_cruiser_turret01, HpTurret_L5_05 addon = li_cruiser_turret01, HpTurret_L5_06 addon = li_cruiser_turret01, HpTurret_L5_07 addon = LargeWhiteSpecial, HpHeadLight01 addon = LargeWhiteSpecial, HpHeadLight02 addon = SlowLargeBlue, HpRunningLight03 addon = SlowLargeBlue, HpRunningLight06 addon = SlowLargeBlue, HpRunningLight08 addon = SlowLargeBlue, HpRunningLight09</data> <data file="DATA\EQUIPMENT\misc_equip.ini" method="append"><source> [Power] nickname = my_power_01 ids_name = 0 ;GENERATESTRRES("My Power Converter") ids_info = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><just loc="center"><text>My Power Converter</text><para><para><tra data="0" mask="1" def="-1"><just loc="left"><text>CLASSIFIED</text><para><para></para></para></just></tra></para></para></just></tra></push></rdl></xml>") volume = 0.000000 mass = 10 DA_archetype = equipment\models\hardware\li_fusion_reactor.3db material_library = equipment\models\hardware.mat capacity = 18000 charge_rate = 6000 thrust_capacity = 1500 thrust_charge_rate = 100 lootable = false</data>
Stick that in an xml script file in your mod folder, FLMM will read that, and create a player flyable Liberty Cruiser, with a slot for a class 10 freighter shield if you want to buy one.
There is also an example of how you would add a custom power converter if you wanted one for the ship, dont use that one though, not large enough really for a capship.
Just add the market goods entry for the package as you would for any new ship…
<data file="DATA\Equipment\market_ships.ini" method="append"><source> [BaseGood] base = Li01_03_base ;***pittsburgh ; *** New Ships *** marketgood = li_cruiser_package, 1, -1, 1, 1, 0, 1, 1</data>
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Thanks for the info, but all I want to make a new engine entry which is based on the nomad fighter engine (ge_nf_engine_01) but as big as the li_cruiser engine (ge_lc_engine_01) for cruiser class of course. I haven’t played with it for a while so my knowledge is rusty.