Posts by Apache

    Hi to all! I have a bug in the game. I can't move from the sol system to the Altair sector. After the quest I can't enter the transdimensional hole (c4) there is no docking button.

    Did you actually finish the story up to collapsing the black hole, or did you decline a story mission to take a break and explore? If I recall correctly, you can't take jobs from bars either during those breaks, so I guess you're supposed to stay in Sirius Sector and Sol during those breaks.

    Ok, I won't say Titan (oops, I said Titan) because I never liked that ship much anyway. Sure, it's got the most armor but it's also slower than the Sabre (which has more firepower and is harder to hit frontal and has less weight to it) and the Eagle, which turns faster.


    On Crossfire, my favourite ships are:

    - Iguana (small ship) My favourite fighter for Inner Core because it is about the smallest VHF, and makes you harder to in npc dogfights. Has 1 Torpedo/Disruptor mount.

    - Cayman/Quasar (pvp) superb maneuverability, will out turn anything. But they are easier to hit when fighting groups of npcs and have small cargo space.

    I don't use them for jobs or hunting. Have 2 Torpedo/Disruptor mounts.

    -Chimera: (this one I fly the most) Good balance between size, firepower maneuverability and cargo space. Has 2 mounts for Torpedo/Disruptor, and one additional Disruptor-only mount. It can pvp, and it can dogfight large groups of npcs as good as the Iguana. Has more cargo space too, it's only slightly bigger.

    Yes, you will encounter some locked jumpholes that will remain locked.

    Hokkaido <-> Tohoku is always locked, even during story. When you're in Tohoku, find the Chogoku jumphole, from there you can jump to Hokkaido.

    Alaska <-> New York is always locked, except for mission 11. Best way around is X-3043, Custodian. If X-3043 <-> custodian is locked (dynamic universe), go through Midpoint Rift, Wanderer's Pond and Texas.


    Magellan <-> Leeds should remain open after the story, but it is locked in Multiplayer: take the manchester jumphole in Magellan, then the Leeds jumphole in Manchester.

    Maybe I have been looking at this the wrong way. I was wrong in my earlier post. It seems the problem is not necessarily how long it takes for a fighter to shoot down an afk battleship, the problem is how hard it is to shoot down a fighter that is attacking a battleship. If a fighter is using strafe (let's say a skilled pilot in an Iguana), it is nigh impossible for the battleship to even hit him, and the fighter could be dancing around the battleship all day. In the real world, a fighter that comes too close to a battleship is toast in a matter of seconds. (in real life they have computer guided flak turrets and gattling turrets) If the fighter was stationary, the battleship would shoot him down in a second, based on damage output.


    Maybe we need to make battleships more acccurate against fighters, instead of making them invulnerable to fighters.

    This would result in a swarm of fighters still being able to kill a battleship quickly, but would make it a lot more difficult for a single fighter.

    It also wouldn't mess up the balance in Inner Core and Dervon.

    Cruisers definitely need a buff on weapon range, maybe gunboats too.

    As they are now, cruisers have ~2k range on main gun, which is adequate for hunting alien battleships in inner core, but could be more, as player battleships have up to 2.7k range on the turrets, so it's a bit pointless to use a cruiser in IC.

    And you can just forget about attacking a player battleship in a cruiser, you're dead before you're in range.

    Same for fighters. Even though the damage output is fine, Cruiser turrets only have ~800m range, while fighters can have range up to 1300. If I encounter alien fighters with my cruiser, I can't even kill them.

    Most of this stuff also goes for gunboats.


    And of course, fighters rule them all, even battleships.

    You missed the first chance, but there will be a second chance to decline Juni and look for the Lost Fleet. You won't be as close to it that time, though. Depending how far you're in after the offer you accepted, maybe you want to reload your old save.

    I went to Custodian right after completing mission 1 from the Freelancer campaign. Jumpgate is next to Rochester Base. (didn't buy the Bullpup3, but I did buy the Eagle on Planet Blood)

    I had pods and wanted to sell them, but was locked inside New York after mission 1.

    Do NOT enter the Alaska system, if you level up for mission 2, the X-3043 gate in there disappears, and the New York gate is locked.

    If you have escape pods to sell, use the prisons in Vega or Neophobos.

    I'm not sure if the Custodian gate in New York is still there later during the Freelancer campaign.

    Put some money in the bank (about half of what you have) and try again.

    Money on your character is saved as a 32-bit signed integer value. Maximum possible value is 2,147,483,647.

    You are very close to the maximum, and if you add any more, because of the way integers work, it rolls over to its minimum value of -2,147,483,648, which is just a bit short for any purchase you'd like to make.

    But it should reset once you dock or undock. So not sure if this should work.

    It's on a loop, I just turned echo off. It resets to all cores every 2 seconds. I have been using it for a couple months and check occasionally while playing.

    When I (un)dock, the game jumps to Core 1 only, then a few seconds later, the script sets it back to all. I chose 2 seconds delay so it wouldn't take too long to reset to all cores, for example when you are doing PvP matches, 2 seconds should be quick enough, but 10 might be too slow.


    Anyway, I still don't know why Freelancer.exe sets its CPU affinity to 1 when (un)docking. When it starts up, it has all cores assigned.

    And Vanilla FL multiplayer does not reset its CPU affinity to 1, it always stays on all cores.

    Crossfire singleplayer also stays on all cores, the issue only happens on Crossfire multiplayer

    Here is the batch script I made for resetting Freelancer's CPU affinity to all CPU cores: (edit: it is on a 2 seconds loop)

    copy this code into notepad, save it as a .bat file on desktop, and run it as administrator after starting Freelancer Crossfire. This is only needed for multiplayer.

    Writers say Discovery is set in the prime timeline, not Kelvin.

    I wish it was set in the Kelvin timeline though, seeing how they are treating canon.

    As for multicore support, there is no reason to limit Freelancer.exe to one CPU core, even if it is only single-threaded. This happens while playing online. (on the crossfire server)

    I have brought this up in the past (can't find it anymore) but Freelancer.exe (the game, not the launcher) will assign itself to use only CPU core #0.

    You can check this in Task manager - details - freelancer.exe - affinity, after having played a bit.

    The game sets its CPU affinity to core #0 every time you dock or launch from a base.


    Forcing this program to only run on the first CPU core causes 100% load on core #0 and framerate drops for me.

    If I set CPU Affinity back to all cores it runs smoother and at higher framerates, because it isn't pressing other programs away from CPU core #0, and Windows can freely assign it to run on another core if it wants to. Unfortunately, I have to do this manually each time I dock / launch, or have a batch script running in the background that keeps Freelancer.exe assigned to my whole CPU.


    This issue is specific to the Crossfire mod, if I assign Vanilla Freelancer.exe to all CPU cores, it stays on all cores, no matter what I do in-game, both single- and multiplayer.

    About battleships: Is there a way to stop them from spinning when a fighter rams into them? Some other mods have had succes with making battleships feel properly heavy, (if I understand the game files correctly, they have about the same mass number as fighters, maybe increase that?) and not be able to be rammed around by fighters. That change alone would make them stronger in PvP against fighters, because whenever I get attacked by a fighter in my battleship, they will ram me, and spin me around to disorient me. I don't think we need special anti-fighter guns on battleships. If I land a hit on them, they are usually dead anyway.

    google's translation from romanian to english:

    (...) (...) (...) do anything without evidence, or you have a deficiency of records or apply the law of the jungle in case you make a closed circuit site for the maladapted


    I second Martind Forlon 's guess: Non Responding PILOTS & Use of BATTS & BOTTS in PvP - SWAT Portal


    I wasn't aware that not reloading in PvP was a rule on this server? Usually on other servers it's more of an unwritten code of honor among regular players.

    edit: ok, my bad, apparently on here it is an actual rule.


    I think reloading in PvP is only ok, if a transport is attacked for no apparent reason, like tax/fine/bounty, or if a veteran picks on a new player, but we don't do that here, right?


    So far, I can count reloading players on one hand, and they all have this in common: A beginner ship and weapon setup (like Titan with mk2s), limited to no English, limited piloting skill, and not enough reloads.


    Please don't tell these people where to find the good stuff, they are only supposed to find it after they found the rule book.

    cristianalexpopescu bugger off with the downvotes already, if you don't like the rules, go away