Dev's Limit Breaking 101 Techniques
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one thing about the nautical miles thingy: it works pretty well, as always, but the “N” is neither displayed in contact list nor on the target. on the target there is the float with “–” on the end and on the contact list there is the float with “-” on the end.
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oh and as i am on it… and excuse me please for this request now…
the speed display is meters per second. how to make it show knots?
sorry, m8. just massively impressing work you are doing here, keep thyself in the bless our goodness brought you to.
deep bow down to thy toes. -
See, I told you I do minimal testing (or, in this case, no testing :)). Updated the previous post, also including speed as knots. Please don’t ask me to change all the stats, as well…
I changed to two decimals, since three seemed a bit crowded on the Contact List. Assuming you’re using BPatch, say yes when it asks to apply anyway to use two; no to stay with three; or yes to the first and no to the second to use two in the List and three for the Target (change the patch to suit for the last two).
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Easy enough to double or quadruple the existing LODranges, if that will do what you want (untested).
freelancer.exe 002389 83FE08->D8C090 = double existing LODranges PART 1 ~adoxa freelancer.exe 00238C 7D16->9090 = double existing LODranges PART 2a ~adoxa freelancer.exe 00238C 7D16->D8C0 = quadruple existing LODranges PART 2b ~adoxa ```Use parts 1 & 2a to double; parts 1 & 2b to quadruple. Bear in mind it replaces the test for eight ranges, which is the maximum allowed.
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I had assumed you’d already applied the maximum range patch.
freelancer.exe 1C8910 20000f = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance) ~Dev freelancer.exe 1C8910 20000f = same offset as above, poly flipping distance - raising this value stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets) ~FriendlyFire ```This can be customized per system by using **space_farclip** in [SystemInfo].
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adoxa wrote:
I had assumed you’d already applied the maximum range patch.freelancer.exe 1C8910 20000f = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance) ~Dev freelancer.exe 1C8910 20000f = same offset as above, poly flipping distance - raising this value stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets) ~FriendlyFire ```This can be customized per system by using **space_farclip** in [SystemInfo].
And what difference between 1C8910 and 1C8910?
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Just to give some extra info, this is essentially the far clipping plane, as adoxa also found an ini var with the same name.
If you raise the far clipping plane too much, you will get flickering issues because of z-fighting. The z-buffer loses precision quickly in the distance, therefore the larger the area covered by your clip planes, the more z-fighting (-> flickering) you will get.
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I’m not sure what you’re asking. If you want more weapons, you have to modify the ship’s cmp file and its shiparch.ini entry to add hardpoints. If you want more ammo, use [Constants] MAX_PLAYER_AMMO in constants.ini. If you want separate limits for each ammo type, use this.
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Thanks for the reply What I mean is that there is a limitation for the maximal number of turrets/guns/torpedoes/mines/countermeasures you can fire simultaneously. If you go over 32 guns, the game will crash to desktop. Is there any hack that could do the trick?