Posts by sona1111


    if anyone still reads this, i have detatched all of stock FLs fins into .3DB files for use as fins, and i have them all functioning already.



    (these are equippable as shields, and can even be shot off)


    if someone could direct me to a place to upload them, i would happily let your mod use them if you put my name in the credits. ;)

    ill get back to you on it, and post a few values. but i dont thing that the force is the only one to consider, the speeds that i post will only work for one mass.

    ok, flying speed is easy.


    in DATA/EQUIPMENT/engine_equip.ini youll see many passages like this:


    [Engine]
    nickname = ge_bwf_engine_01
    ids_name = 263675
    ids_info = 264675
    DA_archetype = Solar\Dockable\nomad_power_cell.3db
    material_library = ships\nomad\nomad_fx.txm
    volume = 0.000000
    mass = 10
    max_force = 12000 <<<<<<<<<<<<<<<<<<<<<<
    linear_drag = 168.75
    power_usage = -112.5
    reverse_fraction = 0.800000
    flame_effect = gf_bw_smallengine01_fire
    trail_effect_player = gf_ku_smallengine01_trail
    trail_effect = gf_ku_smallengine01_trail
    cruise_charge_time = 5
    cruise_power_usage = 0
    character_start_sound = engine_bw_fighter_start
    character_loop_sound = engine_bw_fighter_loop
    character_pitch_range = -50, 25
    rumble_sound = rumble_bw_fighter
    rumble_atten_range = -5, 0
    rumble_pitch_range = -25, 25
    engine_kill_sound = engine_bw_fighter_kill
    cruise_start_sound = engine_bw_cruise_start
    cruise_loop_sound = engine_bw_cruise_loop
    cruise_stop_sound = engine_bw_cruise_stop
    cruise_disrupt_sound = cruise_disrupt
    cruise_backfire_sound = cruise_backfire
    cruise_disrupt_effect = gf_li_cruisedisruption
    indestructible = true
    outside_cone_attenuation = -3
    inside_sound_cone = 60
    outside_sound_cone = 180


    increase or decrease the number at the marked passage to ajust speed. (i think this one is the dagger.)

    i dont know about 1 or 2 , but with the engines do you mean throttle speed or cruise speed?


    about the cruise speed, it is not normally possible to have it differient for each ship, but i had an idea... (please dont steal it)


    set the cruise speed to something high like 10000, then give each engine a cruise power drain that is pretty high, more then any ships recharge rate. when the ship entered cruise, the power bar would go down at a fast rate, going completely out while the cruise charged. when the cruise started it would not have enough power to completely push the ship along at the cruise speed of 10000, it would slow down, depending on how much energy the engine required, differient cruise speeds could be produced. an interesting idea, i think. and i tested it.

    that....dosent help at all....


    post some code or something when you get the chance.


    also just to clairify, what i want is for it to look like battleship missursi where the engine is not started up. (although it would not just be for battleships, it would work for and ship thats playable)


    thanks for the.....help...

    hey, i got your hacked common.dll, and i was going to ask for it to be implemented, but the creator of the mod apperantly already hacked the .dlls


    can you explain what you changed?

    Quote

    Originally posted by magnet


    colors/bodykits/tailfins/wings - it's all the same from a modder's viewpoint...


    Not really...


    if a tailfin or wing was made of copied to be its own CMP, all you would have to do is make it a shield and make a shield hardpoint in the right place. (aswell as giving the fin a dp_connect, but overall its not that hard to do) i have made a ship (the minelayer) this way, by connecting parts via shield hardpoints.


    as a "bonus", the fin or wing would be its own collision group (sorta) and could be shot off.

    thanks for any info youve gave, but i still cant seem to fix this. ive waited a while to post, if you could come up with anything that would be nice.


    1: when nothing is broken the ship docks as normal.


    2: when the front is off everything works just like its supposed to until the ship docks. the actual ship docking part (requesting to dock, doing to the dock point) works fine. so it is not a problem with HPMount. however as soon as the point is reached and the ship docks, the game crashes.


    3: a link to one would be nice, please.


    sorry if im bothering you, but it would be realy nice to have this solved.

    Quote

    Originally posted by DanimaL
    I haven't played the mod that much, so i wouldn't know if this is in the game.


    But how about instead of a large ship (Cruiser/Battleship/Carrier/etc..) disappearing when it blows up, how about the game has something like what it did in Starlancer; where the ship didn't disappear, but a burnt and partially complete derelict would remain.


    yup, great idea and easy to do aswell!


    from what i know, just set all the collision groups to fate = debris, and set the lifetime of the "[simple]"'s to a very long time, like 15 minutes. then they would look destroyed , seperated, and be untargetable, but they will stay in space for 15 minutes. you would even bump them and push them arround! [9]


    however, i think this will only work with vanilla freelancer ships.

    Quote

    Originally posted by magnet


    okay i want this too:
    when navigating, u set the waypoints and the ship follows all the waypoints - automatically "goes to", automatically docks when necessary etc. like a complete autopilot. so u don't have to click "go to", "dock" all the time.


    that would be a simple yet 100% awesome fix.