ja genau gisterion das meinte ich, ist ja soweit ich das weiß nen box mit asteroiden textur (erinnert mit an die wälder auf gothic…)
danke
ja genau gisterion das meinte ich, ist ja soweit ich das weiß nen box mit asteroiden textur (erinnert mit an die wälder auf gothic…)
danke
Hi
Ich mache im Moment einen kleinen Mod in dem auch ein paar neue Systeme Platz finden. Bis jetzt hat alles gut funktioniert doch nun habe ich ein Problem.
Die Felder werden eigentlich erst sichtbar wenn ich in ihnen bin drin (Asteroiden etc…) Ich habe versucht eine LODRanges einzutragen (0, 99999), aber das hat auch nichts geändert. Ich möchte das man solche Felder möglichst schon sieht wenn man ins System kommt und nicht erst wenn ich davor stehe…
Danke schonmal
My idea was to spawn big mineable asteroids in fields of asteroids. i dont konw why, but the only mineable asteroids are solars, while the other asteroids used in asteroidarch are not mineable.
gisterons idea might work, but an asteroid with shield and scanable? or could I set a different hull type, too?^^
Ok I know that it is possible to spawn NPC with FLHook.
So i think it should be possible, too to spawn Solars (e.g. Stations; Asteroids…)
But i want the solars to be spawn random in a Zone/Field automatically. So that maybe in Pittburgh debris field an enemy station spawn on different positions.
And: There should be a limited count of spawned solar, so that i have not 20 stations in my field.
Simple Question: Is this possible and, if yes, how I could insert it on my server AND: Would it slow down my server if I do this in nearly every field in Sirius, or would the just spawned in fields where players are?
i read it before but there is no comperable ship
so i used the angular drag seen above and mass of 15000 and get the value of the two others.
but it doesnt changed anything
or I have not understood your text really well. (cause of my shabby english )
also i think it should just enhance the ship handling not stopping the spin of ships?
So i made a station player-flyable, just for fun.
Now there are two problems:
[shiparch]:
steering_torque = 6666666680, 6666666680, 6666666680
angular_drag = 33333333400, 33333333400, 33333333400
rotation_inertia = 5000000050,5000000050, 5000000050
type = FREIGHTER
mass = 15000
I am sorry for my double post,
but there are News:
Our forum is now english and german. The newest mod version will be released in the next day. Also, the server is actuelly offline for a stability check
I thought about your idea with the invisible jumpholes in space.
I would set them above every station so that it looks like a higher dockpoint.
But some questions remaining:
First, sorry for reply to this old thread.
But it fits my interests very good.
I want to make the asteroids fields destructible.
In this mod it is possible, but the very big asteroids act like the really little ones, which you can mine in freelancer vanilla.
So is it possible to add in any way to a [Dynamic Asteroid] a mass and more life, that you need a bigger ship to push the big asteroids away and more hits to destroy a huger one?
Or is it possible to make a [Asteroid] destructible and that he gives loot, which matches with the type of the field?
And: Destroying stations in multiplayer. In this mod, the stations get really destroyed, but if a player has docked to the base, the server crashes. Another option is that you only destroy the base and docking is not longer possible, but the base still remains.
The advantage of the first possibility is that the base is away. The advantage of the second is that the server does not crash.
Is there any way to merge them to one?
Maybe that you destory the base and it change to a debris model of the station…
A few years ago we had a server under another name. Now we want to open a new server.
The server is already running under the name [beta] http:\colonialwars.ch.vu.
We use the Discovery Mod 4.85, but we also use a mod made by us, which enhance the graphics by insertion of more realistic shadows, a better particle system, very nice system backgrounds and some better effects.
Also, this mod introduces new weapons and new types of weapons like a rapidfire-weapons or longrange-guns.
But, there is more on it than that. We target much more weapons, some new systems, a few new factions, new sounds and maybe some other things.
As well, we have an own story, because we are running a rp-server.
The story takes place after the incidents of the singleplayer campaign. The colonies build a guard fleet which patrol through sirius to protect them of new nomad attacks, but also the colonies expand more and more and crises with other colonies occur. But an old enemy of all these colonies had survived and now he begins to recharges his power to invade sirius…
More of parts of our story i dont want to spoil because the story develops while you play - and you can influence the story through your actions, too.
The server itself is bilingual but with a new systems of bilingualism.
In the colonies of Bretonia and Liberty the systemlanguage is english, in Rheinland and Kusari it is german. In the boderworlds and egdeworlds (and systems like that^^) you are free to speak one of this languages. But it is nor problem if you cannot speak german - you may give yourself a little tag at the end of your name like “.e” so that everybody can speak with you instantly in the right language.
We will finally open our server at the 11.5.2010. Until then we will develop and test our mod. But you can test the released content of the mod right now (make sure you backuped your data folder, we dont have an installer/deinstaller yet!). At the moment the server is a fun pvp server, where you can require money and reputation, because we have to restart the server completly (so all player data are lost).
Just visit our forum, im sorry that it is pure german at the moment, but feel free to post english in it, we will overhaul our forum at the 11.5 too.
We hope you will give our server after the 11.5 a try