Liberty Battleship with mooring fix

  • 1: Use the ini extractor downloadable from the lancerreactors website to extract the following files. They are shiparch.ini from the ships folder, engine_equip.ini, goods.ini, market_ships.ini, market_misc.ini, weapon_equip.ini, st_equip.ini, misc_equip.ini, st_good.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder. Don’t forget the beam_effects.ini and effects.ini in the fx folder as well as the solararch.ini in the solar folder.


    2: Rename all the extracted files from (original file name).txt.ini to just (original file name).ini


    3: Place this line inside the shiparch.ini file:
    [Ship
    ids_name = 237032
    ids_info = 66566
    nickname = my_li_dreadnought_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\liberty\li_dreadnought\li_dreadnought.cmp
    material_library = ships\liberty\li_capships.mat
    material_library = fx\envmapbasic.mat
    envmap_material = envmapbasic
    mass = 100000.000000
    linear_drag = 1.000000
    hold_size = 1000000
    fuse = l_dreadnought_fuse, 0.500000, 1
    fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
    hit_pts = 70000
    explosion_arch = explosion_rh_battleship
    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 = 1
    cockpit = cockpits\liberty\l_dreadnaught.ini
    camera_offset = 80, 370
    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
    hp_type = hp_turret_special_10, HpTurret_L1_01
    hp_type = hp_turret_special_10, HpTurret_L2_01
    hp_type = hp_turret_special_9, HpTurret_L3_01
    hp_type = hp_turret_special_8, HpTurret_L4_03
    hp_type = hp_turret_special_8, HpTurret_L4_04
    hp_type = hp_turret_special_7, HpTurret_L4_01
    hp_type = hp_turret_special_7, HpTurret_L4_02
    hp_type = hp_turret_special_7, HpTurret_L4_05
    hp_type = hp_turret_special_7, HpTurret_L4_06
    hp_type = hp_turret_special_7, HpTurret_L4_07
    shield_link = l_freighter_shield01, HpMount, HpEngine01
    hp_type = hp_freighter_shield_special_10, HpEngine01
    hp_type = hp_freighter_shield_special_9, HpEngine01
    hp_type = hp_freighter_shield_special_8, HpEngine01
    hp_type = hp_freighter_shield_special_7, HpEngine01
    hp_type = hp_freighter_shield_special_6, HpEngine01
    hp_type = hp_freighter_shield_special_5, HpEngine01
    hp_type = hp_freighter_shield_special_4, HpEngine01
    hp_type = hp_freighter_shield_special_3, HpEngine01
    hp_type = hp_freighter_shield_special_2, HpEngine01
    hp_type = hp_freighter_shield_special_1, HpEngine01


    4: Now open up the goods.ini and place this line:
    [Good
    nickname = my_li_dreadnought
    category = shiphull
    ship = my_li_dreadnought_ship
    price = 25000000
    ids_name = 12018
    item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba


    [Good
    nickname = my_li_dreadnought_package
    category = ship
    hull = my_li_dreadnought
    addon = ge_s_scanner_02
    addon = li_capital_power
    addon = ge_s_tractor_01
    addon = ge_li_bat_engine_01
    addon = sfx_rumble_battleship
    addon = li_my_battleship_turret01, HpTurret_L1_01
    addon = li_my_battleship_turret01, HpTurret_L2_01
    addon = li_my_battleship_missile_turret01, HpTurret_L3_01
    addon = li_my_battleship_turret04, HpTurret_L4_01
    addon = li_my_battleship_turret04, HpTurret_L4_02
    addon = li_my_battleship_flak_turret01, HpTurret_L4_03
    addon = li_my_battleship_flak_turret01, HpTurret_L4_04
    addon = li_my_battleship_turret04, HpTurret_L4_05
    addon = li_my_battleship_turret04, HpTurret_L4_06
    addon = li_my_battleship_turret04, HpTurret_L4_07
    addon = shield01_mark10_cap, HpEngine01
    addon = armor_scale_0
    addon = SlowLargeBlue, HpRunningLight15
    addon = SlowLargeBlue, HpRunningLight17
    addon = SlowLargeRed, HpRunningLight30
    addon = SlowLargeRed, HpRunningLight31
    addon = SlowLargeRed, HpRunningLight32
    addon = SlowLargeRed, HpRunningLight33
    addon = SlowLargeBlue, HpRunningLight09
    addon = SlowLargeBlue, HpRunningLight11
    addon = SlowLargeGreen, HpRunningLight34
    addon = SlowLargeGreen, HpRunningLight01
    addon = SlowLargeGreen, HpRunningLight02
    addon = SlowLargeBlue, HpRunningLight03
    addon = SlowLargeBlue, HpRunningLight04
    addon = SlowLargeBlue, HpRunningLight05
    addon = SlowLargeBlue, HpRunningLight06
    addon = SlowLargeBlue, HpRunningLight13
    addon = SlowLargeBlue, HpRunningLight14
    addon = SlowLargeGreen, HpRunningLight18
    addon = SlowLargeGreen, HpRunningLight19


    5: Go to the engine_equip.ini and place this line in:
    [Engine
    nickname = ge_li_bat_engine_01
    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


    6: Now open up the weapon_good.ini and place this line
    [Good
    nickname = li_my_battleship_turret01
    equipment = li_my_battleship_turret01
    category = equipment
    price = 5000000
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
    combinable = false
    ids_name = 263379
    ids_info = 264379
    shop_archetype = equipment\models\turret\li_turret01.cmp
    material_library = equipment\models\li_turret.mat


    [Good
    nickname = li_my_battleship_turret04
    equipment = li_my_battleship_turret04
    category = equipment
    price = 800000
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
    combinable = false
    ids_name = 263382
    ids_info = 264382
    shop_archetype = equipment\models\turret\li_turret04.cmp
    material_library = equipment\models\li_turret.mat


    [Good
    nickname = li_my_battleship_beam_turret04
    equipment = li_my_battleship_beam_turret04
    category = equipment
    price = 4000000
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
    combinable = false
    ids_name = 263383
    ids_info = 264383
    shop_archetype = equipment\models\turret\li_turret04.cmp
    material_library = equipment\models\li_turret.mat


    [Good
    nickname = li_my_battleship_missile_turret01
    equipment = li_my_battleship_missile_turret01
    category = equipment
    price = 500000
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
    combinable = false
    ids_name = 263384
    ids_info = 264384
    shop_archetype = equipment\models\turret\li_turret04b.cmp
    material_library = equipment\models\li_turret.mat


    [Good
    nickname = li_my_battleship_missile_turret02
    equipment = li_my_battleship_missile_turret02
    category = equipment
    price = 1000000
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
    combinable = false
    ids_name = 263384
    ids_info = 264384
    shop_archetype = equipment\models\turret\li_turret04b.cmp
    material_library = equipment\models\li_turret.mat


    [Good
    nickname = li_my_battleship_missile_turret03
    equipment = li_my_battleship_missile_turret03
    category = equipment
    price = 3000000
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
    combinable = false
    ids_name = 263384
    ids_info = 264384
    shop_archetype = equipment\models\turret\li_turret04b.cmp
    material_library = equipment\models\li_turret.mat


    [Good
    nickname = li_my_battleship_flak_turret01
    equipment = li_my_battleship_flak_turret01
    category = equipment
    price = 800000
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
    combinable = false
    ids_name = 263384
    ids_info = 264384
    shop_archetype = equipment\models\turret\li_turret04b.cmp
    material_library = equipment\models\li_turret.mat


    7: After that go to the weapon_equip.ini and place this line:
    [Munition
    nickname = li_my_battleship_turret01_ammo
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    hull_damage = 30000
    energy_damage = 15000
    one_shot_sound = fire_capship_forward_gun
    munition_hit_effect = li_capgun_01_impact
    const_effect = li_cruiser_maingun
    lifetime = 1
    force_gun_ori = false
    mass = 1
    volume = 0.000100


    [Gun
    nickname = li_my_battleship_turret01
    ids_name = 263379
    ids_info = 264379
    DA_archetype = equipment\models\turret\li_turret01.cmp
    material_library = equipment\models\li_turret.mat
    HP_child = HPConnect
    hit_pts = 4800
    explosion_resistance = 1.000000
    debris_type = debris_turret_huge
    parent_impulse = 20
    child_impulse = 80
    volume = 50.000000
    mass = 10
    damage_per_fire = 0
    hp_gun_type = hp_turret_special_10
    power_usage = 30000
    refire_delay = 10
    muzzle_velocity = 3000
    toughness = 1.600000
    flash_particle_name = li_capgun_01_flash
    flash_radius = 15
    light_anim = l_gun01_flash
    projectile_archetype = li_my_battleship_turret01_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false


    [LOD
    obj = Root
    LODranges = 0, 1200


    [LOD
    obj = barrel
    LODranges = 0, 1000


    [Munition
    nickname = li_my_battleship_turret04_ammo
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    hull_damage = 1000
    energy_damage = 0
    one_shot_sound = fire_tachyon5
    munition_hit_effect = sp_bloodhound_01_impact
    const_effect = sp_bloodhound_01_proj
    lifetime = 1
    force_gun_ori = false
    mass = 1
    volume = 0.000100


    [Gun
    nickname = li_my_battleship_turret04
    ids_name = 263382
    ids_info = 264382
    DA_archetype = equipment\models\turret\li_turret04.cmp
    material_library = equipment\models\li_turret.mat
    HP_child = HPConnect
    hit_pts = 4800
    explosion_resistance = 1.000000
    debris_type = debris_turret_small
    parent_impulse = 20
    child_impulse = 80
    volume = 50.000000
    mass = 10
    damage_per_fire = 0
    hp_gun_type = hp_turret_special_7
    power_usage = 200
    refire_delay = 1
    muzzle_velocity = 1500
    toughness = 0.800000
    flash_particle_name = li_capgun_01_flash
    flash_radius = 15
    light_anim = l_gun01_flash
    projectile_archetype = li_my_battleship_turret04_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false


    [LOD
    obj = Root
    LODranges = 0, 450


    [LOD
    obj = barrel
    LODranges = 0, 500


    [Motor
    nickname = li_my_battleship_missile_turret01_motor
    lifetime = 5
    accel = 200
    delay = 0


    [Explosion
    nickname = li_my_battleship_missile_turret01_explosion
    effect = li_missile02_impact
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 1000
    radius = 16
    hull_damage = 20
    energy_damage = 20
    impulse = 0


    [Munition
    nickname = li_my_battleship_missile_turret01_ammo
    explosion_arch = li_my_battleship_missile_turret01_explosion
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    one_shot_sound = fire_missile_regular
    detonation_dist = 4
    lifetime = 20
    Motor = li_my_battleship_missile_turret01_motor
    force_gun_ori = false
    const_effect = li_missile02_drive
    HP_trail_parent = HPExhaust
    seeker = LOCK
    time_to_lock = 0
    seeker_range = 1500
    seeker_fov_deg = 270
    max_angular_velocity = 30
    DA_archetype = equipment\models\weapons\li_rad_missile.3db
    material_library = equipment\models\li_equip.mat
    mass = 1
    volume = 0.000100


    [Gun
    nickname = li_my_battleship_missile_turret01
    ids_name = 263384
    ids_info = 264384
    DA_archetype = equipment\models\turret\li_turret04.cmp
    material_library = equipment\models\li_turret.mat
    HP_child = HPConnect
    hit_pts = 4800
    explosion_resistance = 1.000000
    debris_type = debris_turret_small
    parent_impulse = 20
    child_impulse = 80
    volume = 50.000000
    mass = 10
    damage_per_fire = 0
    hp_gun_type = hp_turret_special_9
    power_usage = 100
    refire_delay = 1
    muzzle_velocity = 100
    toughness = 1.600000
    light_anim = l_gun01_flash
    projectile_archetype = li_my_battleship_missile_turret01_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false


    [LOD
    obj = Root
    LODranges = 0, 450


    [LOD
    obj = barrel
    LODranges = 0, 500


    [Motor
    nickname = li_my_battleship_missile_turret02_motor
    lifetime = 3
    accel = 100
    delay = 0


    [Explosion
    nickname = li_my_battleship_missile_turret02_explosion
    effect = ku_torpedo01_impact
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 1000
    radius = 100
    hull_damage = 1500
    energy_damage = 1500
    impulse = 0


    [Munition
    nickname = li_my_battleship_missile_turret02_ammo
    explosion_arch = li_my_battleship_missile_turret02_explosion
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    one_shot_sound = fire_missile_regular
    munition_hit_effect = rtc_nomadtorpedo_impact
    detonation_dist = 4
    lifetime = 10
    Motor = li_my_battleship_missile_turret02_motor
    force_gun_ori = false
    const_effect = li_missile02_drive
    HP_trail_parent = HPExhaust
    seeker = LOCK
    time_to_lock = 0
    seeker_range = 1500
    seeker_fov_deg = 90
    max_angular_velocity = 15
    DA_archetype = equipment\models\weapons\li_rad_missile.3db
    material_library = equipment\models\li_equip.mat
    mass = 1
    volume = 0.000100


    [Gun
    nickname = li_my_battleship_missile_turret02
    ids_name = 263384
    ids_info = 264384
    DA_archetype = equipment\models\turret\li_turret04.cmp
    material_library = equipment\models\li_turret.mat
    HP_child = HPConnect
    hit_pts = 4800
    explosion_resistance = 1.000000
    debris_type = debris_turret_small
    parent_impulse = 20
    child_impulse = 80
    volume = 50.000000
    mass = 10
    damage_per_fire = 0
    hp_gun_type = hp_turret_special_9
    power_usage = 500
    refire_delay = 5
    muzzle_velocity = 100
    toughness = 1.600000
    light_anim = l_gun01_flash
    projectile_archetype = li_my_battleship_missile_turret02_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false


    [LOD
    obj = Root
    LODranges = 0, 450


    [LOD
    obj = barrel
    LODranges = 0, 500


    [Motor
    nickname = li_my_battleship_missile_turret03_motor
    lifetime = 5
    accel = 50
    delay = 2


    [Explosion
    nickname = li_my_battleship_missile_turret03_explosion
    effect = ku_torpedo01_impact
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 1000
    radius = 1000
    hull_damage = 8000
    energy_damage = 8000
    impulse = 0


    [Munition
    nickname = li_my_battleship_missile_turret03_ammo
    explosion_arch = li_my_battleship_missile_turret03_explosion
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    one_shot_sound = fire_missile_regular
    munition_hit_effect = rtc_nomadtorpedo_impact
    detonation_dist = 4
    lifetime = 10
    Motor = li_my_battleship_missile_turret03_motor
    force_gun_ori = false
    const_effect = li_missile02_drive
    HP_trail_parent = HPExhaust
    seeker = LOCK
    time_to_lock = 0
    seeker_range = 6000
    seeker_fov_deg = 45
    max_angular_velocity = 5
    DA_archetype = equipment\models\weapons\li_rad_missile.3db
    material_library = equipment\models\li_equip.mat
    mass = 1
    volume = 0.000100


    [Gun
    nickname = li_my_battleship_missile_turret03
    ids_name = 263384
    ids_info = 264384
    DA_archetype = equipment\models\turret\li_turret04b.cmp
    material_library = equipment\models\li_turret.mat
    HP_child = HPConnect
    hit_pts = 4800
    explosion_resistance = 1.000000
    debris_type = debris_turret_small
    parent_impulse = 20
    child_impulse = 80
    volume = 50.000000
    mass = 10
    damage_per_fire = 0
    hp_gun_type = hp_turret_special_9
    power_usage = 5000
    refire_delay = 60
    muzzle_velocity = 100
    toughness = 1.600000
    light_anim = l_gun01_flash
    projectile_archetype = li_my_battleship_missile_turret03_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false


    [LOD
    obj = Root
    LODranges = 0, 450


    [LOD
    obj = barrel
    LODranges = 0, 500


    [Munition
    nickname = li_my_battleship_beam_turret04_ammo
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    hull_damage = 100
    energy_damage = 0
    one_shot_sound = fire_capship
    munition_hit_effect = li_capgun_01_impact
    const_effect = li_ion_beam_01_proj
    lifetime = 1500
    force_gun_ori = false
    mass = 1
    volume = 0.000100


    [Gun
    nickname = li_my_battleship_beam_turret04
    ids_name = 263383
    ids_info = 264383
    DA_archetype = equipment\models\turret\li_turret04.cmp
    material_library = equipment\models\li_turret.mat
    HP_child = HPConnect
    hit_pts = 4800
    explosion_resistance = 1.000000
    debris_type = debris_turret_small
    parent_impulse = 20
    child_impulse = 80
    volume = 50.000000
    mass = 10
    damage_per_fire = 0
    hp_gun_type = hp_turret_special_8
    power_usage = 25
    refire_delay = 0.001000
    muzzle_velocity = 1500
    toughness = 0.800000
    flash_particle_name = li_capgun_01_flash
    flash_radius = 15
    light_anim = l_gun01_flash
    projectile_archetype = li_my_battleship_beam_turret04_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false


    [LOD
    obj = Root
    LODranges = 0, 450


    [LOD
    obj = barrel
    LODranges = 0, 500


    [Motor
    nickname = li_ my_battleship_flak_turret01_motor
    lifetime = 3
    accel = 300
    delay = 0


    [Explosion
    nickname = li_ my_battleship_flak_turret01_explosion
    effect = li_flakcannon01_impact
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 100
    radius = 200
    hull_damage = 1500
    energy_damage = 750
    impulse = 0


    [Munition
    nickname = li_my_battleship_flak_turret01_ammo
    explosion_arch = li_my_battleship_flak_turret01_explosion
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    one_shot_sound = fire_capship
    detonation_dist = 50
    lifetime = 10
    Motor = li_ my_battleship_flak_turret01_motor
    force_gun_ori = false
    const_effect = li_flakcannon01_proj
    HP_trail_parent = HPExhaust
    seeker = DUMB
    DA_archetype = equipment\models\weapons\li_rad_missile.3db
    material_library = equipment\models\li_equip.mat
    mass = 1
    volume = 0.000100


    [Gun
    nickname = li_my_battleship_flak_turret01
    ids_name = 263383
    ids_info = 264383
    DA_archetype = equipment\models\turret\li_turret04b.cmp
    material_library = equipment\models\li_turret.mat
    HP_child = HPConnect
    hit_pts = 4800
    explosion_resistance = 1.000000
    debris_type = debris_turret_small
    parent_impulse = 20
    child_impulse = 80
    volume = 50.000000
    mass = 10
    damage_per_fire = 0
    power_usage = 500
    refire_delay = 1
    muzzle_velocity = 100
    toughness = 1.600000
    flash_particle_name = li_flakcannon01_flash
    flash_radius = 15
    light_anim = l_gun01_flash
    projectile_archetype = li_ my_battleship_flak_turret01_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false


    [LOD
    obj = Root
    LODranges = 0, 450


    [LOD
    obj = barrel
    LODranges = 0, 500


    8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to l_dreadnaught.ini and make sure that the insides only have this line:
    [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


    9: Open up the st_equip.ini and put this line in:
    [ShieldGenerator
    nickname = shield01_mark10_cap
    ids_name = 263818
    ids_info = 264818
    DA_archetype = equipment\models\st\li_refractor_shield.3db
    material_library = equipment\models\li_equip.mat
    HP_child = HpConnect
    hit_pts = 6752
    explosion_resistance = 0.500000
    debris_type = debris_normal
    parent_impulse = 20
    child_impulse = 80
    volume = 0.000000
    mass = 10
    regeneration_rate = 5000
    max_capacity = 50000
    toughness = 2000
    hp_type = hp_freighter_shield_special_10
    offline_rebuild_time = 20
    offline_threshold = 0.150000
    constant_power_draw = 0
    rebuild_power_draw = 10
    shield_type = S_Graviton01
    shield_collapse_sound = shield_offline
    shield_rebuilt_sound = shield_rebuilt
    shield_hit_effects = 0, gf_pi_shield01
    shield_hit_effects = 100, gf_pi_shield02
    shield_hit_effects = 500, gf_pi_shield03
    separation_explosion = sever_debris
    LODranges = 0, 20
    lootable = true


    10: Open up the misc_equip.ini and place this line in
    [Power
    nickname = li_capital_power
    ids_name = 263704
    ids_info = 264704
    volume = 0.000000
    mass = 10
    DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
    material_library = equipment\models\hardware.mat
    capacity = 50000
    charge_rate = 10000
    thrust_capacity = 1000
    thrust_charge_rate = 100
    lootable = false


    11: Open up the st_good.ini and place this line in:
    [Good
    nickname = shield01_mark10_cap
    equipment = shield01_mark10_cap
    category = equipment
    price = 8000000
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
    combinable = false
    ids_name = 263818
    ids_info = 264818
    shop_archetype = equipment\models\st\li_refractor_shield.3db
    material_library = equipment\models\li_equip.mat


    12: Now open up the market_misc.ini and place this line under the base description of Li01
    MarketGood = li_my_battleship_turret01, 0, -1, 10, 10, 0, 1
    MarketGood = li_my_battleship_turret04, 0, -1, 10, 10, 0, 1
    MarketGood = li_my_battleship_beam_turret04, 0, -1, 10, 10, 0, 1
    MarketGood = li_my_battleship_missile_turret01, 0, -1, 10, 10, 0, 1
    MarketGood = li_my_battleship_missile_turret02, 0, -1, 10, 10, 0, 1
    MarketGood = li_my_battleship_missile_turret03, 0, -1, 10, 10, 0, 1
    MarketGood = li_my_battleship_flak_turret01, 0, -1, 10, 10, 0, 1
    MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
    13: Go the market_ships.ini and look for the line li01. Replace that entire header and the column directly under it. It should look like this:
    [BaseGood
    base = Li01_01_base
    marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
    marketgood = gf2_package, 4, -1, 1, 1, 0, 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, 0, 0, 1, 1, 1
    marketgood = my_li_dreadnought_package, 0, -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, 1, 1, 0, 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


    14: Open up the effects.ini and place this line in
    [Effect
    nickname = li_ion_beam_01_proj
    effect_type = EFT_WEAPON_PROJ
    vis_beam = li_ion_beam_01


    15: Then go to the beam_effects.ini and place this line
    [BeamSpear
    nickname = li_ion_beam_01
    tip_length = 9000
    tail_length = 9000
    head_width = 4
    core_width = 3
    tip_color = 46, 214, 250
    core_color = 79, 251, 247
    outter_color = 0, 0, 206
    tail_color = 55, 55, 155
    head_brightness = 0.8
    trail_brightness = 1
    head_texture = star
    trail_texture = wide
    flash_size = 4


    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


    Don't forget to find the docking_ringx2_lod.sur file in the data\solar\dockable folder and rename it. That way you won't collide with it when leaving or docking.


    Thanks to Wanderer