NOTE - this only works if your EXE allows engine buying and selling, the standard FL game does not allow this.
This goes in 'engine_equip.ini'.
[Engine]
nickname = engine_class_01 ---> Nickname of the new engine
ids_name = 592834 ---> Name of the engine, points to a DLL entry
ids_info = 1 ---> Information card for the engine, here it is set to 1 which will skipped by Freelancer, this is a DLL entry number
volume = 0 ---> How much cargo space this engine takes up
mass = 0 ---> Not used by FL and can be left out, left in to show the original engine layout
max_force = 120000 ---> Determines the speed of the engine, calculated by 'speed=(max_force/(linear_drag+1))'.
linear_drag = 599 ---> The reverse drag placed on a ship minus 1, the true value is 600. Don't set this too low because your ship will begin to handle erratically.
power_usage = 500 ---> The amount of power this engine requires per second. Also how fast you go scales the amount of drain on your power generators.
reverse_fraction = 0.500000 ---> How fast you can go backwards, ranges from 0.0 to 1.0. It is based on your maximum foward speed 'reverse=speed*reverse_fraction'.
flame_effect = gf_br_smallengine01_fire ---> The FX used for the engine flame.
trail_effect = gf_br_smallengine01_trail ---> The FX used for the trail following the engine's path for the NPCs.
trail_effect_player = gf_br_smallengine01_playtrail ---> The FX used for the trail following the engine's path for the players.
cruise_charge_time = 2.5 ---> The time it takes for the cruise engine to engage.
cruise_power_usage = 1000 ---> How much power is required per second to keep the cruise operating.
character_start_sound = engine_br_fighter_start ---> The loop starting sound when not in cruise.
character_loop_sound = engine_br_fighter_loop ---> The continuous sound you hear when you aren't in cruise. This sound changes according to what speed you are going.
character_pitch_range = -50, 25 ---> The pitch range of the sound, the number is a percentage (-50% to 25% audio pitch bending).
rumble_sound = rumble_fighter ---> This is the sound other players hear when getting near your ship.
rumble_atten_range = -5, 0 ---> Audible attenuation range, -5 is the outer percentage, the maximum is defined in constants.ini and 0 is the inner percentage (WALLA commands).
rumble_pitch_range = -25, 25 ---> Bends the pitch of the sound just like in real life, these values are percentages.
engine_kill_sound = engine_br_fighter_kill ---> Sound played when you hit CTRL - Z.
cruise_start_sound = engine_br_cruise_start ---> Cruise mode loop starting sound.
cruise_loop_sound = engine_br_cruise_loop ---> Continuous sound that is played while in cruise.
cruise_stop_sound = engine_br_cruise_stop ---> Played when exiting cruise mode.
cruise_disrupt_sound = cruise_disrupt ---> As the name says, played when you are hit with a cruise disruptor.
cruise_backfire_sound = cruise_backfire ---> Played when the engine are disrupted by a cruise disrupter and you try to start cruise.
indestructible = false ---> Can this engine be destroyed, true = yes, false = no
outside_cone_attenuation = -3 ---> How much percent quieter the the outside cone is compared to the inside code.
inside_sound_cone = 60 ---> Degrees the players will hear the audio at the inside cone level which is full volume. It is based on the engine's orientation.
outside_sound_cone = 180 ---> Degrees the player will hear the audio at the outside cone level. This area of the sound is based on a linear gradient, high to low.
This goes in 'engine_good.ini'.
[Good]
nickname = engine_class_01 ---> Nickname of the engine.
equipment = engine_class_01 ---> Nickname of the engine.
category = equipment ---> It is mountable equipment.
price = 99999 ---> The cost of the engine.
item_icon = equipment\models\engines\equipicon_engine.3db ---> Icon that shows up in the base equipment dealer section.
combinable = false ---> Equipment is usually not combinable.
ids_name = 592834 ---> DLL entry.
ids_info = 1 ---> DLL entry.
shop_archetype = equipment\models\commodities\crates\crate_yellow.3db ---> What crate model is used when this is dropped.
This goes in 'market_misc.ini'.
MarketGood = engine_class_01, 0, -1, 1, 1, 0, 1 ---> Format = nickname, current rank, base's faction rep, sale1, sale2, sale3, cost scale.