Changing the Cinematic Ships

  • To change the ship that Juni gives you in the Equipement room:
    Open the:
    RTC_SHIPARCH.INI file.
    You will find a section with:
    Ship
    nickname = rtcprop_civ_fighter
    That will be followed by ship information.
    Except for the two lines above, change all the rest of the ship info with the ship you want.
    But be sure it's EXACTLY the info in this file on the ship you want.
    Here's what it looks like for the Patriot:
    Ship
    nickname = rtcprop_civ_fighter
    LODranges = 0, 40, 60, 140, 300, 1000
    DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
    material_library = ships\liberty\li_playerships.mat
    type = FIGHTER



    To change the ship in the Launching with King, Donau attack sequence:
    Open the:
    SHIPARCH.INI file.
    You will find a section with:
    Ship
    idsname = 237015
    nickname = msn_playership
    That will be followed by ship information.
    Except for the three lines above, change all the rest of the ship info with the ship you want.
    But be sure it's EXACTLY the info in this file on the ship you want.
    And be sure to replace/include the Collision & Simple sections for your ship, too.


    Edit:
    It should be similar to the 237034 in the following post.
    The system wouldn't allow me to put the corrected version here.


    Of course, those only change the ships in the cinematics.
    To change which ship you actually start out with:
    Open the:
    M01A.INI file.
    You will find a section with:
    nickname = mrp_accept
    Act_SetShipAndLoadout = ge_fighter, msn_playerloadout
    Simple change the "ge_fighter" to the code for your new ship.
    Here's how it looks for the Patriot:
    Trigger
    nickname = mrp_accept
    system = Li01
    Cnd_MsnResponse = accept
    Act_SetShipAndLoadout = li_fighter, msn_playerloadout


    Unfortunately, we're not done!
    You now have a new ship in the cinematics, and a new ship to launch in, but it's basically unarmed!
    (Or at the very least, armed as the original Starflier was.)


    To rearm it:
    Open the:
    loadouts.ini file.
    You will find 2 sections:
    Loadout
    nickname = msn_playerloadout
    and
    Loadout
    nickname = msn_playerloadout_faux
    You need to add your weapons to BOTH sections, or the game crashes!
    You also need to change any ship specific information as well, or that can cause a crash, too.
    Last, but not least, you can add ANY weapon or peace of equipement in the game.
    BUT!!!
    And this is a very important BUT!!!
    Be ABSOLUTELY sure to place everything in the correct hardpoints!
    Here's the Patriot loadout from my MOD:
    Loadout
    nickname = msn_playerloadout
    archetype = li_fighter
    equip = ge_lf_engine_01
    equip = shield01_mark06_lf, HpShield01
    equip = li_fighter_power01
    equip = ge_s_scanner_02
    equip = ge_s_tractor_01
    equip = ge_s_thruster_04, HpThruster01
    equip = fc_j_gun01_mark03, HpWeapon01
    equip = fc_j_gun01_mark03, HpWeapon02
    equip = fc_j_gun01_mark03, HpWeapon03
    equip = fc_j_gun01_mark03, HpWeapon04
    equip = cruise_disruptor01_mark01, HpTorpedo01
    cargo = cruise_disruptor01_mark01_ammo, 50
    equip = mine02_mark01, HpMine01
    cargo = mine02_mark01_ammo, 50
    equip = ge_s_cm_03, HpCM01
    cargo = ge_s_cm_03_ammo, 50
    equip = LargeWhiteSpecial, HpHeadlight
    equip = SlowSmallOrange, HpRunningLight01
    equip = SlowSmallOrange, HpRunningLight02
    equip = SlowSmallOrange, HpRunningLight03
    equip = SlowSmallOrange, HpRunningLight04
    equip = contrail01, HpContrail01
    equip = contrail01, HpContrail02
    equip = DockingLightRedSmall, HpDockLight01
    equip = DockingLightRedSmall, HpDockLight02
    cargo = ge_s_battery_01, 33
    cargo = ge_s_repair_01, 33


    Simply add "_faux" for the second one.
    Also, where you see the:
    equip = SlowSmallOrange,
    You can change the word "Orange" to:
    White
    Blue
    Yellow
    Green
    (5 colors in total.)
    And YES, you can make each a different color.
    And check how many running lights your ship has!
    Some only 3, some over 8!


    To upgrade the Patriot, change the SHIPARCH.INI file on ids_name = 237034 to:


    Ship
    ids_name = 237034
    ids_info = 66601
    ids_info1 = 66571
    ids_info2 = 66608
    ids_info3 = 66572
    ship_class = 0
    nickname = li_fighter
    LODranges = 0, 80, 120, 1000
    msg_id_prefix = gcs_refer_shiparch_Liblf
    mission_property = can_use_berths
    type = FIGHTER
    mass = 100.000000
    hold_size = 45
    linear_drag = 1.000000
    fuse = li_fighter_gas01, 0.000000, -1
    fuse = li_fighter_smoke01, 0.000000, -1
    fuse = intermed_damage_smallship02, 0.000000, 400
    fuse = intermed_damage_smallship03, 0.000000, 200
    max_bank_angle = 35
    camera_offset = 6, 22
    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
    nanobot_limit = 33
    shield_battery_limit = 33
    hit_pts = 5000
    DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
    material_library = ships\liberty\li_playerships.mat
    material_library = fx\envmapbasic.mat
    envmap_material = envmapbasic
    cockpit = cockpits\liberty\l_fighter.ini
    pilot_mesh = generic_pilot
    explosion_arch = explosion_li_fighter
    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 = 24000.000000, 24000.000000, 58000.000000
    angular_drag = 15000.000000, 15000.000000, 35000.000000
    rotation_inertia = 2800.000000, 2800.000000, 1000.000000
    nudge_force = 30000.000000
    strafe_force = 20000
    strafe_power_usage = 2
    bay_door_anim = Sc_open baydoor
    bay_doors_open_snd = cargo_doors_open
    bay_doors_close_snd = cargo_doors_close
    HP_bay_surface = HpBayDoor01
    HP_bay_external = HpBayDoor02
    num_exhaust_nozzles = 1
    HP_tractor_source = HpTractor_Source
    shield_link = l_fighter_shield01, HpMount, HpShield01
    hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
    hp_type = hp_fighter_shield_special_10, HpShield01
    hp_type = hp_fighter_shield_special_9, HpShield01
    hp_type = hp_fighter_shield_special_8, HpShield01
    hp_type = hp_fighter_shield_special_7, HpShield01
    hp_type = hp_fighter_shield_special_6, HpShield01
    hp_type = hp_fighter_shield_special_5, HpShield01
    hp_type = hp_fighter_shield_special_4, HpShield01
    hp_type = hp_fighter_shield_special_3, HpShield01
    hp_type = hp_fighter_shield_special_2, HpShield01
    hp_type = hp_fighter_shield_special_1, HpShield01
    hp_type = hp_thruster, HpThruster01
    hp_type = hp_mine_dropper, HpMine01
    hp_type = hp_countermeasure_dropper, HpCM01
    hp_type = hp_torpedo_special_2, HpTorpedo01


    [CollisionGroup
    obj = port fin_lod1
    separable = true
    parent_impulse = 240.000000
    child_impulse = 7.000000
    dmg_hp = DpPortfin
    dmg_obj = li_fighter_dmg_portfin_cap
    mass = 5.000000
    debris_type = debris_small_ship
    separation_explosion = explosion_small_ship_breakoff
    type = Port_Fin
    hit_pts = 750
    root_health_proxy = true


    [CollisionGroup
    obj = star fin_lod1
    separable = true
    parent_impulse = 240.000000
    child_impulse = 7.000000
    debris_type = debris_small_ship
    dmg_hp = DpStarboardfin
    dmg_obj = li_fighter_dmg_starboardfin_cap
    separation_explosion = explosion_small_ship_breakoff
    mass = 5.000000
    type = Starboard_Fin
    hit_pts = 750
    root_health_proxy = true


    [Simple
    nickname = li_fighter_dmg_portfin_cap
    DA_archetype = ships\liberty\li_fighter\li_fighter_dmg_portfin.3db
    material_library = ships\liberty\li_playerships.mat
    mass = 5.000000
    LODranges = 0, 100, 1000


    [Simple
    nickname = li_fighter_dmg_starboardfin_cap
    DA_archetype = ships\liberty\li_fighter\li_fighter_dmg_starboardfin.3db
    material_library = ships\liberty\li_playerships.mat
    mass = 5.000000
    LODranges = 0, 100, 1000


    [Simple
    nickname = li_fighter_dmg_engine_cap
    DA_archetype = ships\liberty\li_fighter\li_fighter_dmg_engine.3db
    material_library = ships\liberty\li_playerships.mat
    mass = 5.000000
    LODranges = 0, 100, 1000


    Of course, similar changes will also upgrade other ships,


    Thanks to Warzog