Posts by Martind Forlon

    It looked like there are “holes” where you can see through the planet (that was my initial thought) or that there’s something off with the texture.


    Some parts certainly look better (compared to DX12), some I like more in DX12 (mainly related to cutscenes as Terran, hair, clothing). Stations definitely look amazing in OpenGL


    it was however only short testing, but game worked well in both renderers for me.

    Hello, apache101,



    Try delete (or move) old save games and then try start campaign. That, or maybe "non-original" version of FL can have such effect (as far as I remember reported issues). And then just maybe issue (unlikely) with mod installation which should be not the case anymore with latest installer.



    "C:\Users\xxxxxxxx\Documents\My Games\Freelancer\Accts\SinglePlayer"


    Can you try start once Multiplayer? ... could be worth to check if game engine runs. Below added intallation instructions how I installed game last time in 2023.


    Forlon: .... Original place for this post is here: https://elite-dangerous.co.uk/post/2019/03/08/why-is-a-type-7-transporter-not-able-to-use-a-medium-pad ... but bcs that website is dormant now for some time already (and some of images, files are already gone :( , I've decided to make backup here bcs for ships dimensions in ED is only very limited amount of sources. And with quite unexpected, but very welcomed, influx of new ships in 2024 (2 released, one coming very soon and one at end of year), this may come quite useful to anyone wanting to comparing ships dimensions and do own estimates ...


    I’m glad you asked!


    The landing pads in Elite dangerous come in three flavours. Small (66m x 55m), Medium (150m x 90m) and Large (213m x 128m) and these are rotating tables that sink into a shaft and rotate 180 degrees before reversing your ship into the hangar below.


    t7image.gif
    See this early render of the Panther LX.


    So far so good.


    Now a Lakon Type-7 Transporter is (according to my blueprints) 56.1m wide by 81.6m long and 25.4m high. Which means the Type-7 sits well within the maximum size of the pad.


    It’s not so big


    Compared to the more expensive multi-role Python, the Type-7 is both shorter and narrower despite having similar cargo sizes and yet the Python is Medium ship. So, what’s the problem?


    Height. That pesky 3rd dimension is raining on our Medium pad parade! The highest Medium pad ship is the Federal Assault Ship which is 49.5m wide by 73.8m long and 22.8m high. That means the maximum headroom for a Medium hangar is somewhere between 22.8m and 25.4m, the average of which is a few centimetres short of 24m, so it’s safe to assume that the ceiling is 24m for a ship with gear deployed. Which, for the Type-7, is a problem because without gear out, it’s already more than 25m high – closer to 27m with feet on the ground.



    Like really tall men and women everywhere the poor Type-7 just has to shop elsewhere for hangars big enough, because what fits all those other Medium ships just isn’t tall enough for the Type-7.


    Aww.


    And that's why the Type-7 Transporter cannot land on Medium pads. Not because the ship is too big for the pad, but because the ship is too high for the medium hangar.

    Martind Forlon added a new version:

    It seems like there must be "hidden" faction owner in the play like IndianaJones has mentioned. That was usually the case for SP Campaign needs. If it is so, you don't have much chances to change "red" state once is achieved. It could be curious to look why Nomads killing affects reputation in these special cases.



    Edit: I knew there was already given some info about this: Affiliation - SWAT Portal


    Mystery solved....killing enough Nomads will make the base hostile....one or two wings woun't hurt:D

    ... info added to above posted wiki entry :)

    Welcome in Crossfire! Aomine


    Smugglers usually know theirs stuff ... as it was the case also for police officers :) ...


    In case that you want to find your own way for making fortunes via trading, check this: Introduction to smuggling - SWAT Portal, including links added to that article.


    Now few general informations:

    • Each commodity have its own need for cargo space (ie. some like alien organisms needs only 0.5 cargo space, so trader ship with 400 cargo can carry 800 AOs, and some comodities may need for example 2 cargo space, so trader ship with 400 cargo can carry 200 those)
    • There is hard set period (less as month) which uses dynamic economy for change prices across all stations. You can ask around or gather own experient by yourself, thing is that revealing a way how dynamic economy works is crucial for become really rich in Crossfire :) or how to be very efficient in doing most of forms of RP on the Corssfire server.
    • Cargo in form of commodites is always lost when is your ship destroyed. To be neutral with NPCs faction is for trader a common routine, in case of MP you may also need to deal with players ... which depends about how many are on server and how much are some in mood for chase :) ... that was personally my most liked part of play CF ... basic info for server RP: Server staff: Crossfire 2.0 RP overview
    • There is however one cargo which is safe against destruction and this is Cargo Container ... check wiki entry for more information.
    • Some commmodities also can be mined (under some circumentstances it may give quite decent income/time
    • Some of small stations allow also docking for large ships (like most commonly used soulforge train)
    • in MP you can also cooperate with other players via transfering cargo between small and large ship, which can also make nice profit in some cases, like when you have good buy source on planet and small station nearby which buy commodity for big money :) . These occasions are rare, but can be time very efficient for making profit and are also quite safe even in case of hostile server RP encounters.


    In case of MP you have two options how to get perfect knowledge about actual market prices, becasue SP and MP shares the same market prices. So you can use your SP character (or gamesave) where you will have strored goods of your choice (and ideally have visited all stations) and look there what is the best trade for a day, OR you can make new character in MP which will be used for this role. While playing in smuggler clan or with experienced smuggler ... there was commonly available information about good daily trading oprtunities.


    ... trading can make you money MUCH faster as selling pods, you will however need to do some preparations for this :)


    Martind Forlon added a new version:

    Quote

    Only text section to change

    • Updated the bulk stealing section because after testing, I found the original process did not work, but it still did something interesting

    Really minor updates from proofing the document

    • Updated some image and table captions to be more accurate
    • Updated an equation to suck less
    • Fixed the ToC - unfortunately, Word has a bug where text can become headings, and this was in the ToC.

    Martind Forlon added a new version:

    Martind Forlon added a new file:

    Quote

    Who is this guide for?

    This guide is primarily for those who are just starting to get into BGS and those who are experienced BGS coordinators - to help them understand BGS better and be more efficient. This guide is designed to allow you to be highly effective at manipulating the BGS for fun and profit. Much of the guidance in the first part will not be new or surprising to experienced BGS Coordinators, but I hope the reference section can help them produce better BGS requests that use their team’s time more effectively.

    BGS is not a second job!

    BGS can be all-consuming. BGS is not a second job; do not let it get in the way of your family, life, or real job. If you feel obligated to do BGS every day or start to feel burned out, pull back and do something else in the game. Or take a break from the game. If you want to talk about it, come to SINC’s Discord (link) and chat about it. We have all been there.

    Or would I face similar troubles (like I need to dock on a planet that has no mooring fix)?

    Hello,


    I'm quite sure that there are more situations (expanded story by CF mod) where you will be unable to continue when using ship needed mooring fixture for dock. You still can use large ship in vanilla or CF expansion, but only for limited periods. Use of large(er) ships is perfectly suited for multiplayer, where are also some special features available.


    For more info: Features - SWAT Portal


    Only as suggestion to read for SP campaign: Starter Guide - SWAT Portal

    The "progression turns into a discount" strategy is quite clever. It encourages players to complete stages, offering discounts on the final reward. This approach can motivate players to engage more with the game, aiming for the 100% discount. However, it's also a smart marketing tactic that plays on the Sunk Cost Fallacy, making players feel invested and more likely to spend.


    In terms of affiliate marketing keyword research, this strategy can be applied by identifying keywords that resonate with players' desire to achieve and save. By targeting these keywords, marketers can attract an audience that's already interested in gaming and looking for ways to maximize their rewards. This can lead to more effective affiliate marketing campaigns.


    A little bit necro for this thread Davidmenk3 , but fits :) … welcome here on swat-portal :salutes

    I can include it relative easily into the upcoming update but need a bit more feedback.

    I think this need to be seen directly in game "live" or at least in video to compare how it looks now and what change will do. There isn't possible to set independently objects draw distance in FL, right? Personally I would keep nebulas draw distance as is now, they are huge, should be seen from long distances.