QuoteOriginally posted by SWAT_OP-R8R
ach leckt mich doch
genau, sehr gut, das ist auch meine meinung
[1]
[8]
You need to be a member in order to leave a comment
Already have an account? Sign in here.
Sign In NowSign up for a new account in our community. It's easy!
Register a new accountQuoteOriginally posted by SWAT_OP-R8R
ach leckt mich doch
genau, sehr gut, das ist auch meine meinung
[1]
[8]
eu nu pietiks jau xD
question what system req will have cf 1.8 ? becosue i have gf 2 and it propably will not work need new pc i think
btw what with single player story line ? in past u was write that will be added is this idea lost or is in prores? becouse is main thing why i wait for cf1.8 frist real storyline mod i hope
there i already a storryline (or quest) in 1.7
as I know it will continued in 1.8
search for "storryline" in forum, (i dont know how to add the link of that post) the post is from me.
u still should be able to play the mod with that gf2 but you simply have to deactivate many effects on the options
QuoteOriginally posted by marcusdavidus
btw what with single player story line ? in past u was write that will be added is this idea lost or is in prores? becouse is main thing why i wait for cf1.8 frist real storyline mod i hope
found the link
look here for storryline or quest
Question ( ) : what's that X-3043 Timeshift quest? A job that you take and when you launch to space you're in that time when that Nomads vs. X-3043 war started and the main planet was destroyed?!
By the way, the graviometric core (which is the center of the exploded planet) is too close to Planet Crossfire . If you re-combine all those asteroids around the graviometric core, the planet will be too close to PCF, and, as result, the gravitation field around a planet will combine with the other's, resulting a big boom =)) .
maybe, but its clear that gravitation is not working in freelancer the same way it does in our universe... the planets do not move around their sun, but stay quiet... fortunately for the trade-lanes users
Quotethe planets do not move around their sun, but stay quiet... fortunately for the trade-lanes users
QuoteBy the way, the graviometric core (which is the center of the exploded planet) is too close to Planet Crossfire . If you re-combine all those asteroids around the graviometric core, the planet will be too close to PCF, and, as result, the gravitation field around a planet will combine with the other's, resulting a big boom
It should be apparent from the construction of the "X" of jumpgates that the DK have mastered control of gravitational forces. Each jumpgate would generate considerable gravimetric displacement, let alone multiple gates in use at one time. Rather, it seems the DK have used the remains of the destroyed planet, its moon, the sun and the gravimetric core to stabilize the "X"; note that the Omicron Alpha gate is also displaced in space with respect to the other gravimetric features of the system.
As for the rest of the systems in CF, vanilla or otherwise, it only appears that the planets and tradelanes do not orbit their suns. In fact, everything in each system does orbit the central star (or center of mass, in the case of multiple-star systems), which makes the frame of reference appear static. True, the starfields in each system do not appear to change, but if they did, it would be rather disorienting to most players, so this "realism" was left out...
and also the tradelanes betwen planets move, changing the size of the gap between rings as the distance between planets changes... during the periods when planets are on opossite sides of the sun the tradelanes remain closed for technical problems... as thats even more disorienting, it was also excluded from simulation
maybe if microsoft release the freelancer code
then everyting will be posible am i right
Yeah, I bet DK have found a way to control the gravitation ! Remember : OP is their father . DKs are not real ! Calm down ! They're not gonna invade Earth, don't have an cerebral vascular accident yet =]] .
In fact, trade lanes and anything else in solar systems in FL does NOT orbit the Sun , but you can immagine that they do, but your NAV map remains the same =)) . They would, only in reality, and only the planets will orbit around the Sun, and maybe the asteroid field around Jupiter...
OP, don't do this ! It would be very disorienting. Just fix that bug in TL/WL (Trade/Warp Lanes) where the "jump lane" activates in the wrong side =)) .
QuoteOriginally posted by ~MN~SHS
maybe if microsoft release the freelancer code
then everyting will be posible am i right
Wait a second, I thought every mod creator must have the original code of the game, and that's how he makes the mod - by editing the code... What the heck?!
well u know that this mod is something like a mask
that is put on the old freelancer, but if microsoft release the source code then the OP will not have to make masks
he will create brand new freelancer
QuoteOriginally posted by ~MN~SHS
he will create brand new freelancer
According to him it would also be better than the original game, and so far i don't have reason not to believe that
QuoteOriginally posted by Radu4Moto Remember : OP is their father . DKs are not real !
Wrong and wrong again.
D.K. are part of the vanilla story line (The Alien artifact is one of their creations), and therefore they are real so go play FL SP
And we all know that CF 1.8 is a euphemism for Freelancer 10
"OP is the father of the DK"...
I know the Dom'Kavash are mentioned in original FL SP, but they are not NPC ! You don't fight them...
--> OP MADE them .
QuoteOP, don't do this ! It would be very disorienting. Just fix that bug in TL/WL (Trade/Warp Lanes) where the "jump lane" activates in the wrong side =)) .
what bug?
QuoteOP has any of the question marks from THIS LIST been removed, meaning that they become into an implemented feature for 1.8?
you will see soon enough
OP, when you go to Sol and dock at a warp buoy, the ring-like particles are on the other part of the buoy, meaning if you dock on the upper part, the particles are down and vice-versa, and if you return to Sirius and start using trade lanes, the same stuff happens only sometimes the particles can be seen smack in the middle between the two rings lol (If that's the bug I think you're talking about).
that hardpoints suddenly "move" is something that i consider "impossible" coz it requires that the models get edited while FL is running