@Venemon Sweet! I will try that.
Minerobba
Posts
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@IrateRedKite Thanks for your reply, but these offsets can’t affect the camera performance relate to the ship’s movement speed. Sadly, I can’t upload my in-game image to simply show you what I mean.
If you increase your ship’s cruise speed to an insane value, like 6000m/s, and enter the cruise mode. The ship will shrink into a tiny spot and reach the center of the screen. And I just want to reduce this effect, like keeping the ship at the bottom of the screen.
It’s more like a hardcoded thing or at least has nothing to do with shiparch. BTW I’m testing this on Patriot (Liberty light fighter) with the same camera offset you provided. -
Nice new site!
Anyway, does anyone know how to change the performance of 3rd-person camera when the ship is in cruise mode or accelerating?
In FL, if you change the speed of your ship, the game will slightly zoom-in/out the camera to get the feeling. But I think this makes my ship too small when reaching max speed and I want to reduce it. Can anyone help me? Thanks a lot. -
cannot get access to the website. mind attaching tools below? thanks a lot:)
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nothing to do with the size of the game.
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Well, it could be hard to understand. So I’ll post some images.
Apparently, Freelancer has a maximum acceptable number for equipment (or commodity) in total. The value of this number is around 4k. Over this, no effect will be shown and you cannot launch new games. However, you can still get into the main menu with a strange background, only models floating around.
So, can we disable this limit or there is nothing we can do about it? -
Jesus, I worked for a few hours but nothing came out about “Radians from 0 to 0.5 seconds” and “Time to reach 90% of maximum angular velocity” except they are related to rotation_inertia.
Anyway, in shiparch.ini:
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steering_torque = x, y, z
angular_drag = x, y, z
rotation_inertia = x, y, z
…Max angular velocity = steering_torque/angular_drag
…And here’s all I know. Sorry for not helping about the formula. I will just put the Link to the source file here(thanks to Adoxa’s site).
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Actually, all you need to know is all these values are directly proportional to mass. Attention, there is an exponential function weight between mass and ship class(only if in your game, lvl0=light fighter and lvl10+=cruiser/battleship…etc.). You could use formulas below.
(steering_torque)=200mass(1.637893707^(ship_class))
‘(1.637893707^(ship_class)’ is used in my mod. You can replace ‘1.637893707’ with any number you think is correct.
And angular velocity(ω)=(steering_torque)/(angular_drag)
As for those ‘90%’ things, they are automatically calculated. So It doesn’t really matter how much they are.
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adoxa wrote:
Cash Penalty.Sorry about digging so deep…
However, Cash Penalty we have now doesn’t have any effect on ships which have a class above lvl3. I didn’t find anything relate to the ship_class in the source files. So, is there any method to fix this?
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makt wrote:
hi every oneHi there;-)
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Dear everyone who can see this:
Recently I was stuck in the designation of NPC Rank and Formation parameter. I couldn’t figure out how to calculate these numbers.
For example:[RankAndFormationSizeToDifficulty]
NpcRank = 1, 0.009850, 0.035690, 0.077540, 0.135390, 0.209230, 0.299080, 0.404930, 0.526770
NpcRank = 2, 0.013480, 0.048860, 0.106140, 0.185330, 0.286420, 0.409410, 0.554300, 0.721100
NpcRank = 3, 0.018450, 0.066880, 0.145300, 0.253700, 0.392080, 0.560440, 0.758790, 0.987120
…I know that “1, 2, 3, …” are the level of NPC. But how about the numbers behind them? Maybe they define the wave and size of attacking (I guess?) ? Is there any formula to calculate these numbers?
And things in Diff2Money.ini:[Diff2Money]
Diff2Money = 0, 1800
Diff2Money = 0.082100, 2200
…“0.082100” refers to NpcRank or Parameter for FormationSize? Notice that in mbase.ini, only parameters in Diff2Money.ini appear.
Can anyone help me? Thanks in advance. -
Thanks! It worked!
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HeIIoween wrote:
Which mod?
I think archetype name somewhere is misspelledEDIT:
Dig suprise_bw_fighter at the SHIPS\loadouts.iniShould be:
[Loadout] nickname = SECRET_bd_bw_fighter_ku03 archetype = bw_fighter equip = fc_bd_gun01_mark02, HpWeapon01 equip = fc_bd_gun01_mark02, HpWeapon02 equip = fc_bd_turret01_mark01, HpTurret01
and
[Loadout] nickname = SECRET_ou_bw_fighter_br04b archetype = bw_fighter equip = fc_ou_gun02_mark02, HpWeapon01 equip = fc_ou_gun02_mark02, HpWeapon02 equip = fc_ou_turret01_mark01, HpTurret01 cargo = commodity_cardamine, 20
But better just to compare with clean vanilla install
Jesus, no warning anymore, how did you manage to find out where the misspell actually is?
But Playercntl still can’t be used. It will show something likeERROR
header [zone] value size missing parameter 1(or 2)
Confirm
in vanilla Freelancer.
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HeIIoween wrote:
Decrypt all ini files
Delete config and try againIt didn’t work, the warning is still exist.
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Flserver crashes when trying to load Playercntl (3.0.0hook). In the FLServer Console things below will show.
E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(3156448074) failedE:\FL\Scratch\Source\Common\CEqObj.cpp(295) : *** WARNING: Object(0xaaaec089) missing equipment archetype(BC23934A)
In Freelancer v1.1, these warning won’t come out unless FLhook is used. So I think if I can fix these problem, plugins can be loaded successfully.
In other words, what should I do if I want to use Playercntl on a v1.1 server? -
Apparently not:( .Just searching “ale” can’t get this wiki out.
Anyway, thanks for your help! I will try that. -
Please! Does any one know how to edit an ale file? Things such as changing RGB or nickname is totally clueless. What should I do after translating an ale file into a xml file? Gosh please anyone help me.
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*** WARNING: invalid MSG id (2860078089) for voice profile (0xb4902287)
E:\FL\Scratch\Source\Client\space\StarSys.cpp(716) : *** WARNING: Voice message 2831513921 is invalid for voice 3073825485It said something like this. Apparently there must be some mistakes. But I didn’t even touch these voice files. Do you know how to fix this?
Best wishes,
Minerobba
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Does anyone know how to keep the equipment’s volume after it is loaded, instead of not occupying any at all?
Thanks in advance.Best wishes,
Minerobba
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Yes, I did. But I might have some kind of temporary Blindness :roll:
But are you sure it’s not a virus?
3rd-person camera issue
3rd-person camera issue
3rd-person camera issue
Subtitles Revisited [BETA]
Maximum number available for equipment
Maximum number available for equipment
Calculating Turn Rate & Responsiveness
Calculating Turn Rate & Responsiveness
Request:reduce the asset plugin need
Freelancer - Abandoned-ware?
Rank And Formation Size To Difficulty and Diff2Money
Unable to use Playercntl
Unable to use Playercntl
Unable to use Playercntl
Unable to use Playercntl
I need your help!
I need your help!
Stations won't tell me who they are when launching
Equipment volume
Wire making