This weapon mod is to provide a class 10 weapon set for those who use Porche's star war ship pac or some other ships that can use class 10 weapons.  There are two versions.  They are modifications of the engine weapon mod by Alex Schultz downloaded from Lancers Reactor where there are many good mods.

I have made several changes.

1. The original author, Alex Schultz, (who, regrettably, did not sign his work in the readme file) made the eraser missile into a nice weapon mountable on the Cruise Disrupter/Torpedo launcher hard point.  It would fire 5 missiles per second that looked like and energy ball but moved rather slowly.  I increased their speed to that of the regular cruise disrupter which is more like a real missle travels anyway.  However now it only seems to fire one per trigger squeeze but I can't tell with all the other guns going off!

2.  The guns...  The Justice Mark2 is the same as the original mod, but he did not provide a good turret so I used the Justice Turret Mark1.  They are the same as in both the "JSG's old weapon_equip.ini" and "JSG's new weapon_equip.ini".   In the old, I changed the rate of fire from 500 per second at 50 damage per shot to a more reasonable 8.33 per second at 270 damage per shot for both hull and shield damage which is in line with the power per second of a level 10 gun you could scrounge from the border world wrecks. The cannons use 0 energy and the turrets use 5 so you should not be pressed for energy loss and have the guns stop firing like with some other class 10 weapons of the past.  

In the "JSG's new weapon_equip.ini" I changed the rate of fire from 270 damage per shot @ 8.33 per second, to 562 @ 4 per second which is the same amount of power per second but at a slightly slower rate.  If you are a "trigger puller" instead of a "sprayer" you will like the slower rate better.  Sometimes I like one, sometimes the other, but I tend more to be a "trigger puller" and hit them with a lined up shot so I need more of the energy all at one time. The missile is the same in both of my versions.  

Inside the .ini file the guns are known as li_gun01_mark02 for the Justice Mark2 cannon, and li_turret01_mark01 for the Justice Mark1 turret.  Please note that if you go into the .ini file using notepad you will see that the program will double the amount of shield damage you put into that portion of the "munition" section which proceeds the actual gun section for any particular weapon combination.  Since the original author left the .ini in text form (something I wish more of them would do so we could all see what is going on in there!) you too may alter the guns as you wish.  Simply write down hull damage, shield damage, projectile speeds refire rates and energy use while in the game, and you can then use the "find" part of the edit funcion in notepad to find a particular weapon to modify it.  As always... backup, backup, backup!

3.  These guns, as well as all the other level 10 human weapons (I did not modify the Nomad weapons) have slightly increased range as well.  This is a result of making the speed 800 and making all the "lifetime" numbers the same (1.166).  Now they are good to 900m with the projectile speed of 800.  That means that any human made level 10 guns can be used as a set and the weapon computer on your ship will shoot to the same place instead of having guns with different projectile speeds and ranges mounted on your ship spraying energy all over the galaxy.  All the "scroungable" level 10 weapons from the game have had their energy requirements modified to 10% of their original value so they will not become a drain on your resources.  You will still have to go get them in the border worlds should you want them.

My weapons are available in Manhattan at the beginning of the game just like the original author's.  The Justice mark1 gun which comes with your issue ship is still valued at 3,000,000 credits so you sell them off your original ship and buy the Justice Mark2 cannons and Justice Mark1 Turrets with the proceeds.  Then you buy the Eraser missile launcher but it costs 2.5 millions credits so some of your money goes back.  However, since the launcher uses no munitions, the original 10 missiles that come with it can be sold if you wish.  You might want to keep them as a "bank" in case you need it at some time.  You will still have a tidy sum to purchase another ship should you so desire.  If you also apply the mod that opens up all the jump gates in the game (MOD made by Xerx, e-mail xerxes0@cox.net, and also available on Lancers Reactor), you may then travel at will to buy any of the modified fighters with your new found wealth.  Of course, to do that you will need a map.  There is a pretty good one called the LancerThing from MadPommie productions also available on Lancer's Reactor.  It has other features as well but I find the maps which also contain trading information at the various locations to be invaluable.  

Thanks to the four authors of the above mods who made playing this game a pleasure instead of a constant grudging hunt for more ships, more power, more freedom, and more information.

just some guy  

Merely change the name of either file to weapon_equip.ini and overwrite the one in Freelancer/Data/Equipment after, of course, you rename the old one to weapon_equip.ini.old or something similar so you can replace it if you wish.  

