ships
This page is a work in progress!
There may be missing, incomplete or incorrect information on this page as it's still being built! Take information here with a pinch of salt, and feel free to contribute and correct things!
Overview
Although shiparch.ini
and rtc_shiparch.ini
are listed as having configurable locations in freelancer.ini
, ships used by NPCs must be in the default shiparch.ini
file or crashes may occur.
Vanilla Examples
DATA\SHIPS\shiparch.ini
DATA\SHIPS\rtc_shiparch.ini
Ship Handling
Ship handling is dictated by several keys found in the [Engine]
block from equipment, as well as keys attributed to the [Ship]
entry itself. The mass
of a ship attenuates any change in speed and influences behaviour when colliding with other objects. rotation_inertia
operates in much the same manner, but for turning.
rotation_inertia
should typically be between 10 to 20% of angular_drag
to avoid strange behaviour from the autopilot.
Where linear_drag
= the sum of engine and ship linear_drag
values:
†Value is defined in an equipment entry.
Syntax
Simple
[Simple]
nickname = STRING
DA_archetype = PATH
material_library = PATH ;repeatable
LODranges = INT, INT, ...
MinSpecLOD = INT
Parameter | Information |
---|---|
nickname | How this simple object is referenced elsewhere in the game's files. |
DA_archetype | The path to the archetype model to use for the simple. Typically a .3db or .cmp file. |
material_library | The path to a material library (.mat) file that the DA_archetype uses. Missing .mat files will cause the ship, or parts of the model to render inconsistently. |
ScreenReset | |
LODranges | |
MinSpecLOD |
Ship
[Ship]
ids_name = INT
ids_info = INT
ids_info1 = INT
ids_info2 = INT
ids_info3 = INT
ship_class = INT
nickname = STRING
LODranges = INT, INT, ...
msg_id_prefix = STRING
mission_property = STRING
type = STRING
mass = INT
hold_size = INT
linear_drag = INT
fuse = STRING, FLOAT, FLOAT ;repeatable
max_bank_angle = INT
camera_offset = INT, INT
camera_angular_acceleration = FLOAT
camera_horizontal_turn_angle = INT
camera_vertical_turn_up_angle = INT
camera_vertical_turn_down_angle = INT
camera_turn_look_ahead_slerp_amount = INT
nanobot_limit = INT
shield_battery_limit = INT
hit_pts = INT
DA_archetype = PATH
material_library = PATH ;repeatable
envmap_material = STRING
cockpit = PATH
pilot_mesh = STRING
explosion_arch = STRING
surface_hit_effects = INT, STRING, STRING, STRING
steering_torque = INT, INT, INT
angular_drag = INT, INT, INT
rotation_inertia = INT, INT, INT
nudge_force = INT
strafe_force = INT
strafe_power_usage = INT
bay_door_anim = STRING
bay_doors_open_snd = STRING
bay_doors_close_snd = STRING
HP_bay_surface = STRING
HP_bay_external = STRING
num_exhaust_nozzles = INT
HP_tractor_source = STRING
shield_link = STRING, STRING, STRING
hp_type = STRING, STRING ;repeatable
Parameter | Information |
---|---|
ids_name | The string ID name of the ship. |
ids_info | The stat description text used in the ship dealer. |
ids_info1 | The 'flavour text' used in a ship's description. |
ids_info2 | The stats 'fields' used in the ship infobox when examining it outside the ship dealer. In vanilla this value is typically always 66608 |
ids_info3 | The stats 'numbers' used in the ship infobox when examining it outside the ship dealer. |
ship_class | A value between 0 and 3. Determines the ship class displayed in the dealer where 0 = 'Light Fighter', 1 = 'Heavy Fighter', 2 = 'Freighter', 3 = 'Very Heavy Fighter' and 4 = |
nickname | The internal nickname of the ship, i.e. how this will be referred to elsewhere in the game's INI files. |
LODranges | |
msg_id_prefix | |
mission_property | Determines what the ship is able to dock to. Valid options seem to be can_use_berths (Which allows the ship to use docking rings), can_use_med_moors and can_use_large_moors . |
type | |
mass | The mass of the ship. This value attenuates any changes in speed that the ship makes. A higher value results in greater attenuation. |
hold_size | The cargo size of the ship. |
linear_drag | |
fuse | A fuse applied to the ship. Values here are typically a fuse , a delay in seconds and a hit_pts threshold for the fuse to trigger. |
max_bank_angle | |
camera_offset | |
camera_angular_acceleration | |
camera_horizontal_turn_angle | |
camera_vertical_turn_up_angle | |
camera_vertical_turn_down_angle | |
camera_turn_look_ahead_slerp_amount | |
nanobot_limit | Determines the maximum number of Nanobots a ship can carry. |
shield_battery_limit | Determines the maximum number of Shield Batteries a ship can carry. |
hit_pts | Determines the ship's maximum hit points. |
DA_archetype | The path to the archetype model to use for the ship. Typically a .3db or .cmp file. |
material_library | The path to a material library (.mat) file that the DA_archetype uses. Missing .mat files will cause the ship, or parts of the model to render inconsistently. |
envmap_material | |
cockpit | Path to a Cockpit ini entry. Determines the properties of the ship's cockpit when in first-person view. |
pilot_mesh | References a [Simple] block to attach at the HpPilot hardpoint. |
explosion_arch | |
surface_hit_effects | |
steering_torque | |
angular_drag | |
rotation_inertia | |
nudge_force | |
strafe_force | |
strafe_power_usage | |
bay_door_anim | The animation in the model file to use when opening and closing the cargo bay doors. |
bay_doors_open_snd | The sound played when opening the bay doors. |
bay_doors_close_snd | The sound played when closing the bay doors. |
HP_bay_surface | |
HP_bay_external | |
num_exhaust_nozzles | |
HP_tractor_source | |
shield_link | |
hp_type |