Help for a ship

There are 31 replies in this Thread. The last Post () by SWAT_OP-R8R.

  • So I've got this ship I've been working on.


    Yes it looks like the centurion from privateer. Its my own little modification. I rather like it if I don't say so myself. I am looking for someone who is bored to death who would like to build some ini's for me so I can get it in game and play with it. Preferably compatible with any mod so I can simply cut&paste the ini info's to their respective files.


    Ship name : Aurora
    The load out:
    Gun Hard points : 7 (The 7th being the big cannon/barrel on the under side of the ship. Needs an invisible gun) (ALL CLASS 10)
    Turret Hard points : 2 (CLASS 10)
    Missile Launcher Hard points : 2 (CLASS 10)
    Torpedo/CD : 2(CLASS 10)
    Mine Dropper (CLASS 10)
    Flare Dropper (CLASS 10)
    Tractor Beam
    Very heavy Fighter Shields (CLASS 10)
    Very Heavy Fighter Engine (the best one in game would be ideal)
    5 Thrusters
    5 Engine exhausts (if possible a teal-blue effect for those would be awesome)
    also 5 blue running lights, 2 head lights and two slow-strobe red running lights
    Cargo Space : 750
    Bots: 350
    Batteries:470
    Banking Angle:75*(degrees)
    Speed : Should be capable of 200 KM/s at full power


    Whoever does this, if you need the CMP file let me know. I'm working on generating the SUR file at the moment as well.


    ALSO this is MY MODEL. If you want it for a mod or something of that nature, please ask me first!!!

  • Nice !



    Please note, everything is possible with it, but:


    1. In freelancer, or any mod I've seen, Torpedoes, Mines and Flares(if you mean about CMs) have no class, simply because they have a different class instead of 1 to 10, and they use a different hardpoint.
    2. 5 Thrusters would make it go at a speed of 1000+ arriving at the speed limit for vanilla Freelancers, adding about 200 speed/thruster and extra speed for normal engines.
    3. All fighter engines are the same, they just differer in colors, the speed is setup in another place :) And yes, ehre it can even have 10 engines with different colors, but the speed is the same as they don't sum up.


    That's all counting issues :)


    You got a PM.

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis

  • to make it compatible with all mods is "mission impossible"

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • I remember some of the Torpedoes/Cruise disruptors having class requirements but again I could be wrong. Or it just might be the mod I was playing last... a year ago.


    Generating the ini's by themselves isn't impossible though, no? Whether or not it crashes/breaks a mod when I add it in is another story. Something I can deal with if that is the case. Anyway, not here to complain or anything. Just thought I would ask for help from someone more experienced.


    As far as the thrusters go, so long as I don't put anything over a level one thruster on it, that should be okay with balancing out speed. As for the engine, correct me if I'm wrong, some mods use those as the power plants? Or maybe at least the one I am thinking of. Even with 5 thrusters... just the one engine will drain ship energy so quick it would only be practical for burst/quick turns only.

    Edited once, last by NeXus ().

  • [Ship]
    ids_name = your name id
    ids_info = your name info
    ids_info1 = your name info
    ids_info2 = your name info
    ids_info3 = your name info
    nickname = your ship nickname
    ship_class = 3
    type = FIGHTER
    mission_property = can_use_berths
    LODranges = 0, 1300
    msg_id_prefix = gcs_refer_shiparch_borhf
    DA_archetype = your ship cmp
    material_library = your ship material
    material_library = fx\envmapbasic.mat
    envmap_material = envmapbasic
    cockpit = your cockpit
    max_bank_angle = 75
    camera_offset = 10.929000, 43.423000
    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
    pilot_mesh = generic_pilot
    nanobot_limit = 350
    shield_battery_limit = 470
    hit_pts = 9700
    hold_size = 750
    explosion_arch = explosion_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
    bay_doors_open_snd = cargo_doors_open
    bay_doors_close_snd = cargo_doors_close
    num_exhaust_nozzles = 5
    shield_link = l_elite_shield01, HpMount, HpShield01
    hp_type = hp_thruster, HpThruster01, HpThruster02, HpThruster03, HpThruster04, HpThruster05
    hp_type = hp_mine_dropper, HpMine01
    hp_type = hp_countermeasure_dropper, HpCM01
    hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02
    hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02
    HP_tractor_source = HpTractor_Source
    fuse = intermed_damage_smallship01, 0.000000, 5820
    fuse = intermed_damage_smallship02, 0.000000, 3880
    fuse = intermed_damage_smallship03, 0.000000, 1940
    hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07
    hp_type = hp_turret_special_9, HpTurret01, HpTurret02
    hp_type = hp_turret_special_8, HpTurret01, HpTurret02
    hp_type = hp_turret_special_7, HpTurret01, HpTurret02
    hp_type = hp_turret_special_6, HpTurret01, HpTurret02
    hp_type = hp_turret_special_5, HpTurret01, HpTurret02
    hp_type = hp_turret_special_4, HpTurret01, HpTurret02
    hp_type = hp_turret_special_3, HpTurret01, HpTurret02
    hp_type = hp_turret_special_2, HpTurret01, HpTurret02
    hp_type = hp_turret_special_1, HpTurret01, HpTurret02
    hp_type = hp_elite_shield_special_10, HpShield01
    hp_type = hp_elite_shield_special_9, HpShield01
    hp_type = hp_elite_shield_special_8, HpShield01
    hp_type = hp_elite_shield_special_7, HpShield01
    hp_type = hp_elite_shield_special_6, HpShield01
    hp_type = hp_elite_shield_special_5, HpShield01
    hp_type = hp_elite_shield_special_4, HpShield01
    hp_type = hp_elite_shield_special_3, HpShield01
    hp_type = hp_elite_shield_special_2, HpShield01
    hp_type = hp_elite_shield_special_1, HpShield01
    linear_drag = 1
    mass = 150
    steering_torque = 55000, 55000, 48000
    angular_drag = 41000, 41000, 35000
    rotation_inertia = 8400, 8400, 1000
    nudge_force = 30000
    strafe_force = 20000
    strafe_power_usage = 2



    [Good]
    nickname = yourship_hull
    category = shiphull
    ship = yourship nickname
    price = 8000000
    ids_name = 0
    item_icon = EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\yourship.3db


    [Good]
    nickname = yourship_package
    category = ship
    hull = yourship_hull
    addon = ge_s_tractor_01, internal, 1
    addon = ge_gf6_engine_01blue, internal, 1
    addon = ge_fighter6_power01, internal, 1
    addon = ge_s_scanner_02, internal, 1
    addon = shield01_mark10_hf, HpShield01, 1
    addon = ge_s_thruster_01, HpThruster01, 1
    addon = ge_s_thruster_01, HpThruster02, 1
    addon = ge_s_thruster_01, HpThruster03, 1
    addon = ge_s_thruster_01, HpThruster04, 1
    addon = ge_s_thruster_01, HpThruster05, 1
    addon = ge_s_cm_01, HpCM01, 1
    addon = contrail01, HpConTrail01, 1
    addon = contrail01, HpConTrail02, 1
    addon = contrail01, HpConTrail03, 1
    addon = contrail01, HpConTrail04, 1
    addon = FastSmallBlue, HpRunningLight01, 1
    addon = FastSmallBlue, HpRunningLight02, 1
    addon = FastSmallBlue, HpRunningLight03, 1
    addon = FastSmallBlue, HpRunningLight04, 1
    addon = FastSmallBlue, HpRunningLight05, 1
    addon = DockingLightRedSmall, HpDockLight01, 1
    addon = LargeWhiteSpecial, HpHeadLight, 1

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • cant be 100% sure that the equipment exists in vanilla FL
    ive build that stuff out of memory (and that might be based on CF)


    -> your specifications will make it the pure uber ship (just wanted to mention that)

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Nice !


    That's what comes into the .ini NeXuS...



    @OP
    seems you missed the:
    hp_type = hp_turret_special_10 part for both turrets.

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis

  • no i didnt
    lvl10 turrets do not exist

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Okay thank you for that INI template. I'll see what I can do with it. So something I never quite grasped was how I generate an IDS code... or how I have a "Ship package name". What are those and how do I make my own/compatible with the game.


    I remember reading a long time ago there are certain available IDS codes I can use that vanila will recognize and not overwrite/break anything. That is right, no?

  • putting IDS 0 will make the game read the stats of the ship... and have it's stuff but you won't have extra information, or text about it... you know, like "this is the best project of blah no fear blah blah " :D

    Chars: [CFPD]Michael~something (x25), [CFPD]~SQMS~{[(store)]} (x3), [CFPD]xfer, Event~Manager~Michael, StarfIier~EM~Michael, Event_Team_2, [GR]Michael[SP] and a blueprint of [CFPD]Sephirothis

  • use the reshacker or the fldeveloper to create ids

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Okay so I have added the ini info. This thing doesn't have an IDS, because I really have no idea how FL-Dev works or where to get reshack.. (I checked the downloads section, wasn't there.) And looked on Lancer's reactor. I know Fled-ids does the same thing but again... no idea what I'm doing with that program.


    I loaded the game and as soon as I click on the ship dealer, the game goes black screen and crashes. Which could be a myriad of problems... bad model... corrupt textures? or not in the right format. My textures in the mat file are saved as DXT3 DDS files. I couldn't find anything on what specific format they should be in exactly.


    The ship doesn't have any IDS at all, not sure if that could cause a crash or not. Just put in 0. Earlier I tried using FL-Model tool to resize it to something a little more appropriate, but that seemed to break a number of faces/reversed the model. ?(

  • just like you said, many possible reasons for a prob

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • So I went and regrouped a lot of things in milkshape, recompiled the model into CMP, redid the SUR, redid all of the INI entries, reformatted the textures to DXT1 no alpha, re-exported the Mat file.
    Sure enough it pops right up in game. How about that?


    So far my only problem is it has no name. Just shows up as "IDS". Also I need to move the Mount hard point around because it sits on the floor instead of floating. I'll take a couple game screen shots when its all said and done. I appreciate the help. I still need to figure out the finer points of FL-DEV but other than that... 8).


    EDIT : Guns work and its all great. Shiny textures even. Heh. But the HPMount doesn't seem to want to move no matter what I do in HardCMP... anything I can do to fix this? The ship being sunk into the ground anytime I land is going to get annoying really fast.

    Edited once, last by NeXus ().

  • Found a really nifty SUR Builder over at the-starport. Saves a LOT of time. Pregenerates the colision and the shield bubble. Makes quite a accurate shape as well. No resizing needed. I figured out how to fix the low landing problem as well. Exporting the CMP again with different Y axis. Still not quite where it should be but its nothing to fret over. I'll post some screens from in game in a bit.


    Thanks for the offer anyway. :thumbsup:

  • Just about yeah. Still not sure how to get IDS' to work but I'm sure with some trial and error I can figure it out.


    Find a tutorial about IDs.


    The basic idea of the IDs is that they are stored in .DLL files. They are a simple list, with a column for the ID number and two columns for data:


    Code
    1. ID IDS_Name IDS_Info


    Each ID number points to both an IDS_Name and an IDS_Info. However, it is not good form to fill both columns. So, for each ID, you should have either an IDS_Name or an IDS_Info.


    The IDS_Name column is a single line of plain text that is usually used to store a name.


    The IDS_Info column is an xml column that can hold various kinds of information such as lists or paragraphs.


    Use FLDev, as OP mentioned. There are several tools for modifying IDS, but FLDev is the easiest and, maybe, the best for most purposes. It has features that allow you to save your changes in .INI files so that you can re-apply them in the future.

    There are 10 kinds of people in the world: Those who understand binary, and those who do not.