Not sure about that Zyos, I use 512 hull and 512 shield, so I don’t one shot everything, but still blast through it pretty quickly.
Kremit
Posts
-
-
There’s also a third way, which is editing the weapons themselves in weapon_equip.ini.
Ammo:
[Munition] nickname = xxxxxxxx_ammo (...crap...) hull_damage = 20.400000 energy_damage = 0 (effects) lifetime = 0.800000 (...more crap...) ```hull_damage is the physical damage inflicted upon impact. energy_damage is shield damage inflicted upon impact. lifetime is the distance the projectile will travel. (1.0 = 1m) Gun:
[Gun]
nickname = xxxxxx_mark01
(…crap…)
hit_pts = 548
(…crap…)
power_usage = 6.380000
refire_delay = 0.120000
muzzle_velocity = 750
(…crap…)
turn_rate = 90
(…final crap…)power_usage is the amount of power/energy consumed on each shot fired. refire_delay is the rate the gun fires. The lower the value, the quicker the gun fires. muzzle_velocity is the speed the projectile travels at. turn_rate is the radius (in angles) the gun can swivel/pivot to target objects. Edit: Changing values in weapons may have undesired effects from NPCs equipped with the same weapons. It is recommended if you chose to exercise this method, you may want to create a new nickname for the gun and ammo. Personally, I went with sp_gun01_mark01 and sp_gun01_mark01_ammo so I could ensure my ship was equipped with the "special" gun and still rest easy knowing a NPC won't cheese me with the guns in return.
-
with any luck, hopefully Freelancer will outlive Facebook…
-
You have to first know what the model is for the sabre and find it in the shiparch.ini that way. Example, the Hawk and Eagle are actually ge_fighter5 and ge_fighter6 (respectively); or the sabre is bw_elite2.
Look for Ship ids_name = 237012. However, finding the details in shiparch.ini won’t help.
The advice suggested w/ the generator is actually assigned in another ini file. So there’s two ways to accomplish your desires…
First Method: Change loadout and repurchase ship.
Convert and open goods.ini for editting.
goods.ini (two sections to look for, one to edit):[Good] nickname = bwe2_hull category = shiphull ship = bw_elite2 price = 505000 ids_name = 12017 item_icon = Equipment\models\commodities\nn_icons\bw_heavy.3db ```This segment requires no modification unless you want to adjust the price of the ship. Nickname = bwe2_hull. There's an entry further down in goods.ini for that nickname to refer to.
[Good]
nickname = bwe2_package
category = ship
hull = bwe2_hull
addon = ge_bwe2_engine_01, internal, 1
addon = bw_elite2_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark07_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
…Change out: addon = bw_elite2_power01, internal, 1 to: addon = infinite_power, internal, 1 then repurchase your ship to get the ship with the new generator. - or - Second method: Change values of generator your ship is already equipped with. (More work, but spares you from having to repurchase ship. Would deter from this method because change to a specific generator will also have altering effects for enemies using the same generator. Therefore it is better, IMO, to put infinite_power to the ships package in goods.ini so only the package you buy has an over powered generator.) Open misc_equip.ini and modify the values for the engine already assigned to your ship's package. For the Sabre, it should be "bw_elite2_power01".
[Power]
nickname = bw_elite2_power01
ids_name = 263712
ids_info = 264712
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 10400
charge_rate = 1040
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = falsechange to (something like)
[Power]
nickname = bw_elite2_power01
ids_name = 263712
ids_info = 264712
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 50000
thrust_capacity = 10000
thrust_charge_rate = 1000
lootable = falseIn short: capacity = (amount of energy you can store all together) charge_rate = (amount of energy regenerated per measurement of time) thrust_capacity = (amount of energy you can store for thrusters) thrust_charge_rate = (amount of thruster energy regenerated per measurement of time)
-
that code referenced at the bottom of page 1 is not the system.ini for texas system… it’s for a jumpgate (or jumphole) leading to NY from Texas and should be just one of many nickname segments from the texas system.ini.
However, since the same happens when trying to jump to california system, I’d lean towards objects or NPC issues. Look at the top of each system.ini and you’ll see where the encounters call up their respective .ini’s. Look at both texas and california system.ini’s and omit (use a ; before the line) any encounters that are common/shared in both system.ini’s.
-
sounds like npc’s alright…
when the system has issues loading, it’ll crash when the worm hole animation loads the 2nd part of the worm hole animation (just before you exit)… if it’s npc’s or objects, it doesn’t crash till they become in range (or when you would exit the gate).
-
the only time I’ve had this issue is when my system’s .ini file referred to an entry by an invalid nickname… IE: It couldn’t find what it was being pointed to, therefore unable to load it in the system, therefore unable to load the system…
This raises the question, did you modify the texas system? If so, you may want to re-examine changes made… or at least cut and paste your new code here so people can help better
-
Cool, glad you think it’s fixed… but as recent as last week I’ve had issues if typing took more than 2 or 3 min (usually when I am digging through code to post an example)
-
You can also extract all the infocards and names to a text file for viewing, editting and even future importing…
FLInfocardIE.exe is a great tool for working with infocards. Only sometimes I do seem to have issues with getting pre-existing cards to update correctly (mainly the mission cards after I adjusted the reward amount to match my mods in the m*.ini files in mission folder). For the ones that give me issues, I load up FLEd-ids.exe, punch in the number, make my adjustments and then save there.
IMO, this is a must have if you’re going to make custom guns, equipment, commodities, ships, planets, systems, missions, and more… Otherwise you’ll be forced to recycle other info id’s with your stuff, making custom ships named as Civilian Eagle w/ special guns defined as Liberty Laser Cannons just doesn’t really do it for me…
-
you might be off topic, but you’re definitely on something…
(just kidding, but that degree of sci-fi really set up that joke)Who knows what will happen in 2045… we first have to get “the machines” past 2038… As for the land speed record, that thing is almost changing all the time… I think the Thrust SSC now holds that record and it’s actually above mach 1. O.o
There was once a time man thought traveling faster than mach 1 was impossible, Chuck Yeager proved them wrong. There was once a time man thought you could not break the sound barrier on the ground (where molecules are more dense and compact more, making it tougher to break that barrier), 50 years and 1 day after Yeager; Andy Green proved man wrong again…
What’s another 50 years hold for us? I doubt it’ll be machines enslaving mankind, but I wouldn’t be surprised if it’s FTL technology or space bending/worm holes… unless we all get retarded like the movie “Idiocracy”…
-
UAC is crap… but windows 7 still has permission generals even w/ access controls set to bare minimum… countless times I’ve been unable to save something to my desktop or my documents (which should be user owned) and I get a permissions error to let me know. Many times I’ve gone through the properties of my folders, changed the owner and permissions to my administrator login… now that they’re still owned by my admin login, I still get issues from time to time (but not always)… I understand it’s actually a bug in Windows7.
As for the best OS MS put out… aside from DoS, I’d have to say Windows 2000 hands down… too bad it doesn’t support much gaming any more.
-
I believe he’s referring to the reply.php timing out after taking too long to type up a post… solution: hit the back arrow (or even backspace key) copy your post/reply and then refresh the page, paste and submit…
-
You may have to duplicate the code so it’s not named St01_01_base…
-
Not sure if it works quite the same way as in the engine_equip.ini… but I’ve put this line in a couple mission files to prevent failing missions because npc’s flew through my line of fire…
indestructible = true
Still haven’t found out whether it works or not…
-
Any suggestions as to where I should look?
system visit = 0
neither the base that shows up, nor the planet has a visit line so I’m thinking it’s not that.Planet Toledo is blown up in the story line, so there would be no visit line because after you visit it, it no longer exists. Try adding a visit = 1 line… it should show up regardless whether you’ve visited it yet or not…
-
robocop wrote:
Here’s another wrinkle. You’d need to position the planets and spines in such a way that at no time would an orbiting object run into another space object. I wonder how they’d do traveling through an asteroid field while a player is present.That just means actually making use of the Y coordinate that apparently is 0 for most all bases and planets… I guess it’s like a gravitational plane… but I think using the Y value would add character to the game a bit more…
-
actually, you could set a low to no death zone so you could actually fly between the planets and the sun… though I’d imagine you’d still have to have a long, thin, invisible object connecting the planet to the sun… but I don’t think the bases would have to be deep space…
I actually made a trade lane go straight through the center of the New York system star… Although I was able to travel straight through it w/o exploding, I did notice that I took hull dmg every time I shot through there. After adjusting death zone to 0, I don’t take dmg any more. Infact, if I try to fly into it manually, or escape trade lane in it, I just ricocheted out/off of it.
-
Because the planet is “orbiting” the sun, it could be anywhere on a 360 degree arch when you want to dock… unfortunately, the system.ini has specific entries for the docking rings, with specific coordinates. The idea of docking some where other than the planet would only work if you followed the planet around it’s orbit till it came up on the docking ring… unless someone else has found a better way to handle this.
-
some good ideas there… I’d mainly be afraid of resources with that many objects loading up… but if it could be done, that’d be extremely awesome… I’ve been wanting to do a mock up of our own solar system (asteroid belt included)… but I don’t think I’d go to the extent of giving Jupiter or Saturn a fraction of their moons… Heck, Mars would be lucky if I gave it two…
-
from the first two images, it looks like you might want to increase the number of spines? As for the second set of images, it looks like either the size of the sun, or the size of the exclusion/death zone, is not set correctly in the .ini files…
data\solar\solararch.ini
[Solar] nickname = custom_sun ids_name = 60201 ids_info = 60202 type = SUN DA_archetype = solar\suns\sun.sph mass = 1000000 solar_radius = 10000 shape_name = NNM_SM_SUN
data\solar\stararch.ini
[star] nickname = cust_blue_sun star_glow = blue_starglow star_center = blue_starcenter lens_flare = hex_rainbow_lens_flare lens_glow = default_lens_glow spines = blue12_spines intensity_fade_in = 0 intensity_fade_out = 0 zone_occlusion_fade_in = 1.000000 zone_occlusion_fade_out = 1.000000 radius = 10000
inside your system .ini file:
[Object] nickname = Ew07_Sun (name of sun) pos = 0, 0, 0 (position on x,y,z) ambient_color = 255, 255, 255 (r,g,b color values) archetype = custom_sun (nickname in solararch.ini) star = cust_blue_sun (nickname in stararch.ini) atmosphere_range = 20000 ids_info = 66155 [Zone] nickname = Ew07_sun_death pos = 0, 0, 0 shape = SPHERE size = 20000 damage = 10000000 visit = 128 sort = 99.500000 density = 0 relief_time = 0
Note the atmosphere_range and size of death zone is bigger than the radius. It should at least be the diameter of the sun, not the radius, in order to have the best visual effect from around the sun.
The spine values are defined in the stararch.ini… if you need more than 12, you’ll prob have to make a custom entry with however many spine = …. lines as you need spines. Unfortunately, I can’t really make sense of those spine = lines so I have never used custom spine values.
Changing energy output on weapons.
Changing energy output on weapons.
A different idea:
Changing energy output on weapons.
Problem with Texas System
Problem with Texas System
Problem with Texas System
Timeout problem
Q: What are
Random Thoughts
Can't get Read Only changed in Windows 7
Timeout problem
Planet Toledo - No Record of Visit
Friendly Fire
Planet Toledo - No Record of Visit
Wandering Bases
Wandering Bases
Wandering Bases
Wandering Bases
Giant Suns?