1. Open up DATA/SHIPS/shiparch.ini and paste the following text:
[Ship]
ids_name = 261159
ids_info = 66140
ids_info1 = 66140
ids_info2 = 66140
ids_info3 = 66140
nickname = my_miner_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_med_moors
type = FREIGHTER
DA_archetype = ships\utility\mining\mining.cmp
material_library = ships\utility\utility_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 100000.000000
linear_drag = 1.000000
hold_size = 1000000
hit_pts = 70000
explosion_arch = explosion_asteroid_miner
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 140000000, 140000000, 140000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 3000000.000000
strafe_force = 3000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
cockpit = cockpits\liberty\l_dreadnaught.ini
camera_offset = 100, 270
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
fuse = miner_death_fuse, 0.000000, 1
hp_type = hp_turret_special_1, HpTurret_U1_01
hp_type = hp_turret_special_1, HpTurret_U1_02
hp_type = hp_turret_special_1, HpTurret_U2_01
hp_type = hp_turret_special_1, HpTurret_U2_02
2. Paste the folowing text into DATA/EQUIPMENT/goods.ini:
[Good]
nickname = my_miner_ship
category = shiphull
ship = my_miner_ship
price = 2500
ids_name = 261159
item_icon = Equipment\models\commodities\nn_icons\co_freighter.3db
[Good]
nickname = my_miner_package
category = ship
hull = my_miner_ship
addon = ge_s_scanner_02
addon = infinite_power
addon = ge_s_tractor_01
addon = rob_miner_engine
equip = sfx_rumble_ut_miner
addon = miner_turret, HpTurret_U1_01
addon = miner_turret, HpTurret_U1_02
addon = miner_turret, HpTurret_U2_01
addon = miner_turret, HpTurret_U2_02
addon = SlowLargeWhite, HpRunningLight01
addon = SlowLargeWhite, HpRunningLight02
addon = SlowLargeWhite, HpRunningLight07
addon = SlowLargeWhite, HpRunningLight08
addon = LargeWhiteSpecial, HpRunningLight09
addon = LargeWhiteSpecial, HpRunningLight10
addon = DockingLightRed, HpDockLight01
addon = DockingLightRed, HpDockLight02
addon = mining_ship_engine_sound
3. Now open DATA/EQUIPMENT/engine_equip.ini and add the following text:
[Engine]
nickname = rob_miner_engine
ids_name = 263889
ids_info = 264889
volume = 400.000000
mass = 10
max_force = 3000000
linear_drag = 100000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine03
trail_effect = gf_br_transport_engine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_battleship
character_start_sound = engine_bw_freighter_start
character_loop_sound = engine_bw_freighter_loop
character_pitch_range = -50, 25
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_bw_freighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_bw_cruise_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270
4. Open DATA/EQUIPMENT/weapon_equip.ini and paste this text:
[Munition]
nickname = miner_turret_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 10
energy_damage = 0
one_shot_sound = fire_laser5
munition_hit_effect = pi_laser_04_impact
const_effect = pi_laser_04_proj
lifetime = 0.928000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun]
nickname = miner_turret
ids_name = 263275
ids_info = 264275
DA_archetype = equipment\models\turret\sp_turret02.cmp
material_library = equipment\models\sp_turret.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_1
damage_per_fire = 0
power_usage = 268.950012
refire_delay = 0.120000
muzzle_velocity = 600.299988
use_animation = Sc_fire
toughness = 19.600000
flash_particle_name = sp_doomsday_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = miner_turret_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
5. Paste the following text into DATA/EQUIPMENT/weapon_good.ini:
[Good]
nickname = miner_turret
equipment = miner_turret
category = equipment
price = 14300
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_turret.3db
combinable = false
ids_name = 197224
ids_info = 65537
shop_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.mat
6. Browse to DATA/COCKPITS/LIBERTY and create a new .ini file called "l_miner.ini". In this file place the following text:
[Cockpit]
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10
[CockpitCamera]
[TurretCamera]
tether = 0.000000, 50, 400
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
7. Next open DATA/EQUIPMENT/market_misc.ini and add this line under the base of your choice, e.g. base = Li01_01_base for Planet Manhattan:
MarketGood = miner_turret, 6, 0.300000, 10, 10, 0, 1
8. Go to DATA/EQUIPMENT/market_ships.ini and replace the entire section of text for your base with this:
[BaseGood]
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 1, 1, 0, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
marketgood = my_miner_package, 22, -1, 1, 1, 0, 1, 1
You re good to go! If you want to be able to moor at bases then do the following:
*** This section of text was copied from Wanderers Battleship Tutorial ***
16: Open up your solararch.ini and search for the word STATION. A basic sample looks like this:
[Solar]
nickname = largestation1
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\station_large_b_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 3000, 4000, 7000, 40000
mass = 10000.000000
loadout = space_station
docking_sphere = berth, HpDockMountA, 5.000000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 5.000000, Sc_open dock2
docking_sphere = berth, HpDockMountC, 5.000000, Sc_open dock3
docking_sphere = berth, HpDockMountD, 5.000000, Sc_open dock4
docking_sphere = moor_large, HpDockMountE, 10.000000
docking_sphere = moor_large, HpDockMountF, 10.000000
docking_sphere = moor_medium, HpDockMountG, 5.000000
docking_sphere = moor_medium, HpDockMountH, 5.000000
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_medium, HpDockMountM, 5.000000
docking_sphere = moor_medium, HpDockMountN, 5.000000
docking_sphere = moor_medium, HpDockMountO, 5.000000
docking_sphere = moor_medium, HpDockMountP, 5.000000
docking_sphere = moor_medium, HpDockMountQ, 5.000000
docking_sphere = moor_medium, HpDockMountR, 5.000000
docking_camera = 0
solar_radius = 800
shape_name = NAV_largestation
hit_pts = 999999961690316250000000000000000000.000000
Replace all of the moor_medium numbers with ones ranging from 10 to 20
docking_sphere = moor_medium, HpDockMountJ, 5.000000
to
docking_sphere = moor_medium, HpDockMountJ, 10.000000
The only exception is the docking ring in which this is to replace this:
docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
docking_sphere = ring, HpDockMountB, 40, Sc_open dock b
to this:
docking_sphere = jump, HpDockMountA, 40, Sc_open dock a
docking_sphere = jump, HpDockMountB, 40, Sc_open dock b
Look in the DATA/SOLAR/DOCKABLE folder for a file called docking_ringx2_lod.sur and rename it to something different, for example NOTdocking_ringx2_lod.sur . This stops you colliding with the docking rings.
The Asteroid miner has almost unlimited cargo capacity and four rapid-fire asteroid sweeper turrets. The IDS for everything works fine except for the turrets, you may have to create a new IDS for them. The miner has very tough armour but is slow and has no shield for protection: watch out.