Should be 1080p ... as is my monitor 23,8" LG UltraGear 24GN65R-B. No need to go for 4k at this monitor size ![]()
Posts by Martind Forlon
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Just as feedback, it contain battle (heavy), asteroid base view (awesome, it really look great), cutscenes (seems some parts look much better now) and station menu (dark textures issue) at the end. Game performance seems really good, I only had short sound issue during battle and next to it there are some "dark" textures in cutscene and stations as were mentioned above.
(edited video version was re-uploaded and btw Im rusty as hell with ship piloting
)Battle 00:00
Asteroid station 03:44
1st cutscene 04:30
1st cutscene 04:43
Station menu: 06:15
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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. -
For comparison - DX12 renderer
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Short test. It seems there are some textures missing in game and also during cutscene. Planet Spraque in Omega-3 have parts which are transparent.
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5048 files to be downloaded ... guess have time for coffe now

OpenGL renderer was set as default (I changed nothing, only openned settings)
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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.
QuoteDisplay MoreInfo 2date 13.7.2023:
- Vanilla FL installed (original source)
- Started vanilla FL once
-Newly downloaded CF mod (from portal DB)
-Unpacked downloaded mod (3 files)
-Run "Crossfire2setup" and proceed with mod installation (choosed disk where I want to have mod installed)
-During mod installation used Mod installer settings preview - SWAT Portal (to choosing appearance of the characters, game menu background and few other things)
-After mod installaed I restarted windows (just to be sure)
-Started game launcher, default mod settings. To the date is 1050 files newly to be updated (it will take a while to download all latest changes)
-Started mod, in menu I saw classic fonts which were too wide to fit into boxes. I closed mod and downloaded and installed this fonts package: swat-portal.com/forum/filebase/file/1114/
-Started again the mod and now are in menus correctly used Crossfire fonts and all seems is working well! -
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.
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Martind Forlon added a new version:
QuoteDisplay MoreWhat’s New in V1.5.3?
With much thanks to Cmdrs Smoke (Jal’Bur) and Cluster Fox for sharing their knowledge and hard
data, this is a major revision of the previous versions of the BGS Guide. Some of the major revisions
include:
• Updated mining influence information on page 36 (1.5.3)
• Updated bulk stealing information on page 41 (1.5.2)
• Revisions to the combat and election sections based upon hard data (Updated in v1.5.1)
• Links to all of Jane Turner’s BGS forum posts (Updated in v1.5.1)
• Playing as a team with a plan: the BGS force multiplier on page 60
• Constructing a BGS Plan on page 60
• Improvements to diplomacy recommendations
• New Mining ship builds on page 25
• A new method for loading your carrier twice as fast on page 34 thanks to Ghost Giraffe
• A new method for influence peddling and smuggling bulk stolen goods on page 41
• A new method to murder clean ships and avoid ATR on page 39
• Improvements to positive and negative levers throughout the document
• Improvements to descriptions about the way demand and profit drives trade
• Improvements to the diminishing returns model
• Incorporating details about effort on population size and max influence that can be gained.
• Improvements on the reducing influence, particularly murder, and bringing them together.
• Revisions to the retreat model to explain the important day more clearly.
• And much more.
Version 2.0 will be a placeholder version for when I revise this document for PowerPlay 2.0.
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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

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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

Today is not great day for trading, related to my source of info, but you can still use decent trading route for alien organisms: buy Planet New Berlin, sell Essen Station (not for large ships) or sell at Planet Hamburg (also for large ships). ... is very advised to be neutral with all local NPCs.'
or trade prisoners: buy Thames outpost, sell Newark station -
Real Life and familiy stays at First ever so dont hurry and take your time first for familiy and Job . Everyone understands that so relax ande make it in your Speed here you are think . You made over years here great work on this mod so it can wait .
best regards Requiem
↑ ... 1000 %
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Martind Forlon added a new version:
QuoteOnly 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.
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Martind Forlon added a new version:
QuoteDisplay MoreUpdate notes:
With thanks to Cmdrs Cluster Fox, Smoke (Jal'Bur), Taipandot, and Pro Cambarus [SSL] for their suggestions and improvements, v1.5.1 has more than a few changes:
Get it from here: https://sinc.science/guides/sinc/The Complete BGS Guide 2024.pdf- Revisions to the combat and election sections based upon hard data (Updated in v1.5.1)
- Links to all of Jane Turner’s BGS forum posts (Updated in v1.5.1)
- Playing as a team with a plan: the BGS force multiplier on page 60
- Constructing a BGS Plan on page 60
- Improvements to diplomacy recommendations
- New Mining ship builds on page 25
- A new method for loading your carrier twice as fast on page 34 thanks to Ghost Giraffe
- A new method for influence peddling and smuggling bulk stolen goods on page 41
- A new method to murder clean ships and avoid ATR on page 39
- Improvements to positive and negative levers throughout the document
- Improvements to descriptions about the way demand and profit drives trade
- Improvements to the diminishing returns model
- Incorporating details about effort on population size and max influence that can be gained.
- Improvements on the reducing influence, particularly murder, and bringing them together.
- Revisions to the retreat model to explain the important day more clearly.
- And much more.
It's all open source. You can find the link to the GitHub repo in the frontispiece.
And I am ashamed to say that I didn't thank Jane Turner until this version of the Guide. Basically, because so many of the links to the important posts are now broken. I fixed that in this version of the Guide. Finding the new links was a tad challenging, but totally worth it. Thank you Jane! -
Martind Forlon added a new file:
QuoteWho 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 ED BGS Server and chat about it. We have all been there.
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Those new graphic possibilites looks really amazing!
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Hello mervel23, welcome here on portal!
I searched here for possible Macbook sollution but it seems it was not resolved. Maybe SWAT_OP-R8R could help with that, but I thnk there are not high chances to get CF mod running on macbook. Even windows had serious issues due changes done to directx with new versions

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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
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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 
