TY 4 your support.
I just tried to send the last version to The Starport
- but anyway soe of those links will be not up2date.
Good to see, there are still fellows working.
F!R
TY 4 your support.
I just tried to send the last version to The Starport
Good to see, there are still fellows working.
F!R
Not atm - sorry.
I reieved a notice a while ago
Hi fellows,
today I noticed, that the old WTS World âinvisionfree.comâ board was switched to something called âtapatalk.comâ
:-x
So besindes I (one of our last admins) get no access to the board by now, it seems someone is top on that going to request donations there.
Just to clarify:
WTS never asked for donations.
And if someone needs to get in contact:
Please use a PM here.
PS.
Sorry we didnât care more about our old board.
Maybe remove all those encounters
and then add them one by one.
This should atleast telly ya, which of those is crashing your stuff.
Iâd assume, loading the autosave would crash your game.
The reason might be, that the map / visit data in your autosave is different, from the status in your game.
A possible work around might be to keep you char in a system you donât change.
âŚ. just an experience thrown in:
If you got very expensive ships + equipment parts,
price variants can make up fantastic trading possibilities.
Once I had to wonder, how fast all those pilot suddenly got real rich.
Recently I found a interesting note about a voice controled Elite Dangerous Ship Assistant
Might be some fun for those playing it.
⌠after the website went down, I added the FLCN to the forum
If something should effect power, it should be listed in the shipâs
âshield_link = âŚ.â entry in shiparch.ini.
The additional things I wanted to have positive or negative
power draw are defined as shields anyway.
Didnât try this for weapon hardpoints.
kimahri wrote:
Es gibt keinen mod der den Inhalt von freelancer wirklich sinnvoll erweitert bzw ergänzt!
Na da stellst Du aber den âerfahrenen Moddernâ,
die Dir Dein Wunsch-Mod zusammen basteln sollen,
ein ziemliches Armutszeugnis aus.
Noch dazu mit â!â.
Nicht sehr dipolmatisch - äuĂerst zurĂźckhaltend gesagt.
Sowas wird kaum jemanden motivieren, mit Dir zusammenzuarbeiten.
Wobei - arbeiten sollen ja die anderen.
Skotty hat das doch ganz gut und ganz nett auf den Punkt gebracht.
Die einfache Frage:
Warum sollte jemand Dir das Mod basteln, daĂ Du Dir vorstellst?
Der tut sich doch im Zweifel viel leichter, sich ein Mod zu bauen,
wie er es sich selbst vorstellt.
You could try to use CheatersDeath additionally.
To make something ânot lootableâ is no problem.
The problem is, to have the player loose items (ammo, unmounted equipment, cargo) principally,
but not to loose specific items (say ammo or a special token used for other features, as unlocking a gate).
âŚ
We want a loot for all the ship in the game which when a player is killed , he lose in space goods and other but not the ammo âŚ
Any news?
Maybe a plugin, for those items, which should not be lost?
Itâs a bit annoying, but âŚ
#1
To run a server you do NOT need FlHook
This is basically a server side extension, which
gives additional (modding) features and
needs some setup (while there is no ready package
you can easily add atm afaik)
#2
To run a server you do NOT need the FreelancerModManager
This one you only need to add modifications.
#3
The DS Account Manager is a tool for server administration
which is pretty specific aiming @ the Discovery mod.
I d personally use the IONCROSS server operator
for server side administration, cause itâs pretty simple.
Anyway I did NOT use it to keep the server up and running.
#4
To keep the server up + running I d use the
DS [d]Account [/d] Proc Manager.
This one is pretty simple, self explaining and stable
and the only one you really need, if you donât want to fool with your player data.
#5
Be sure to update your server to ver. 1.1
#6
Use WinXP (or older server OS).
#7
To make your server show in the global server list,
you want to add the Global Server Workaround.
And if you want to start a modded server, I d guess your
plainest choice would be to use the Discovery pack as suggested before.
PS.
#4 needs to be DS Proc Manager (TY 4 correction FF)
You can try to check / change those:
the SUR file of your new gate
(should a good part away even from the dockpoints)
orientation of the 3 docking points
(if one of the points into an other direction, this might cause issues)
the distance between the docking points
(having bigger ships, it might be a good idea, to have bigger distances - say 0,0,0 - 0,0,250 - 0,0,500 instead of 0,0,0 - 0,0,50 - 0,0,100)
raise âdocking_sphere = jump, HpDockMountA, 300â
ot - say - âdocking_sphere = jump, HpDockMountA, 1000â
Additional you can try this with a different ship.
Handling settings, size of the shipâs SUR file will effect docking.
Additional I found it helpful to use
to see what is missing.
Set filter to freelancer.exe and be surprised.
Thatâs referring to
[NPCShipArch]
nickname = âŚ.
loadout = âŚ
level = d1
and it was found, that there will be random crashes,
if your ânpc_shipâ are not in ascending order in [FactionProps].
Besides the errorchecker starts with an default of 9,000 errors.
I m used to set this to 90,000.
Maybe try this m8 and find some xtra errors.
I donât think this will work very good with the FlHook versions
beyond the 196.
And for the v.196 I d recommend to use the
recompiled plugins from this thread:
2.0.0 Plugins/KosAcid Projects/Plugin Ports
Btw
Possibly related to