Posts by Bullwinkle

    all I got for my efforts was watching myself die in all different ways. I was a little anxious about whether I would ever make it out here alive...


    the odds are stacked against you in SP if you plan on attacking these aliens alone.


    Isn't the Inner Core big fun?! :)


    Six hours is pretty good for your first time through the gauntlet, so don't feel bad! It took me much longer than that, but I mapped each system thoroughly before going on to the next. I was looking for the GMG wrecks.


    Anyway, I already told you how to survive the Inner Core in SP... fly a BullpupMk3 and evade most attacks. You still have to fight a few, but pick your fights. The dual thrusters rock for evading pesky Doms. Thrust, turn, and fire a couple of shots while sliding away. That usually scatters them long enough for you to escape.


    Another good trick is to lead them into a mine field or explosive gas cloud. Of course, you have to be able to fly quickly without killing yourself, but the Doms usually don't last long in those places.


    Also, if you have been playing SP with DIFFICULTY_SCALE = 2, then I recommend setting it back to 1 for the Inner Core. ;)


    As DC_Crysis says, you can learn to beat the Doms consistently, but not always!


    It would be nice if the friendly Dom'Kavash bases sold DKA's and those nice DK cruise disruptors that have more kick than human CDs. That would make it a little easier to go back and kick alien butt!


    .

    lol, I wonder how people don't get the way to get inside that outpost


    Given the vanilla experience at Dyson City, it seemed obvious to me that destroying the shield generator was the key to getting inside the base. The fact that I could attack the generator without the base turning hostile seemed to support that idea.


    There is no previous experience that would suggest that we could lower the force shield around the base by damaging the shield generator. All previous experience suggests that we must destroy the generator.


    For me, that was the piece of the puzzle that I found mysterious.

    I'm sure this question has been discussed before, but I'm new to CF so please take pity. At least until I finish SP and then try MP, then I ask for no mercy, I'll just hug you with my vengence.


    In MP it is an Admin base. Players cannot dock there.


    Michael once reported that the base is dockable in SP by shooting the shield generator to reduce its power then docking. It may not be possible to destroy the shield generator.

    I was looking at the APC and was a little confused. It's weapons array shows 4X Class 10 slots, 2X level 7 turrets, and 2X level 9 turrets, 22000 armour, one thruster, and Class 10 shield. How is that superior to Bullpup 3 with 6X class 10 slots, 3X class 9 turrets, 21000 armour, dual thrusters, and level7 shield?


    Unfortunately, uncleglennie, some of those ship dealers are big, fat, liars! And they never tell you some of the important factors, such as maneuverability:


    The first thing you will notice when flying an APC is that it maneuvers better than the BullpupMk3. While the BullpupMk3 handles like a freighter, the APC handles like a Titan (a large and powerful VHF which is known to be a bit sluggish in maneuverability). Compared to a BullpumMk3, an APC is quite "sporty" in the handling department.


    Second, the BullpupMk3 has less armor than the advertisement claims -- around 15,x00 if memory serves. That is still more than a VHF, but not as much as the APC. The APC can take a Class 10 shield, so shield and armor are both stronger on the APC.


    Both ships have more guns than any fighter.


    And, as Maxbur points out, the APC has a slightly larger cargo hold (12.5%). ;)


    But you bring up an excellent point -- the BullpupMk3 is an excellent all-around ship.


    The BullpupMk3 is especially good for SP where your battles are Plaver versus Many NPCs. When you play the MP game, things are a little different. Human pilots tend to be quick and relentless, and they do not make the mistakes that NPCs make. In MP, maneuverability could be more important. Also, when you travel into dangerous territory, you will often do it with a group, which dramatically changes your odds of defeating a wing a Dom Ka'Vash fighters (or other challenges).


    I have always thought that the resale values for ships should be higher, so that it is easier to try many of them.


    .

    Just wanted to know if it is possible to transfer your Power Generator to another ship? I wanted to try out the APC at Lith Station but when I tried to transfer my Power Generator from the Bullpup3 it wouldn't allow my to. Any help would be appreciated. If I can't for whatever reason, this would prohibit players from trying out new ships because of the cost of replacing your Power Generator each time ($5 mil).


    Yes, you should be able to transfer most of your upgrades, as long as the new ship has an available mount point of the proper type. For example, if the new ship comes with a Power Generator upgrade, then you may have to dismount it before you can transfer the old one.


    LMAO!!! :xD::xD::xD: Thanks Bullwinkle, I needed that! :D


    I thought you might get a chuckle out of that, Arkane. :)


    With five arms, and your nervous system bonded directly to your ship's bio-mechanoid brain, I just figured that you were born to be a pilot! ;)





    Maxbur: Both statements are true, aren't they? ;) There is less than 13% difference between the two, and both the APC and the BullpupMk3 have more than double cargo size of most fighters. You are right about everything you say, Maxbur (as usual)... I was just putting your comments into perspective, that's all. :)


    .

    Where can I get a look at this APC freighter? Is it better than the Bullpup 3...?



    The APC Armored Transport is superior to the BullpupMk3 in maneuverability, armor and shield strength. Cargo space is similar.


    The BullpupMk3 Assault Freighter is unique in its dual thrusters, which gives it the ability to evade almost any encounter. In that way, the BullpupMk3 is superior to all other ships in Crossfire.


    Both are stronger than most fighters (offensively and defensively), and both have the cargo space of small freighters, which make them good all-purpose ships. Either can be out-maneuvered by a fighter -- especially one with a human pilot. However, the importance of maneuverability depends on your fighting style. The BullpupMk3's superior speed is more important than maneuverability in many situations. Either the APC or BullpupMk3 can win most battles against a single NPC ship of almost any size.


    In other words, the APC is better for fighting and the Bullpup is better for running. However, both are pretty good ships. I prefer the APC until I reach the Inner Core. In the Inner Core, the BullpupMk3 (or flying with escorts) is more survivable.


    When fighting humans, or large numbers of superior NPCs, the winning style and equipment become as much art as science. You will have to develop your own winning style.


    For example, Arkane is a CAD operator in RL, so he probably has 5 arms like Farscape's Pilot. ;) Arkane knows what he is doing, but I only have two arms and I could never be successful with his style.


    You will have to experiment and practice to find out what style (and which ship+equipment) works best for you.

    Sovetskaya ... rogue coalition ships ... bullpup 3 freighter


    i am no stranger to frantic play ... but this was scary 8o .


    The BullpupMk3 is one of the most "survivable" ships in the game... but only if you turn tail and run when you are out-gunned! The tough armor and nine guns make the BullpupMk3 formidable against lesser enemies -- but the Coalition Rogues are just too tough. A wing of Dom Ka'Vash fighters or some of the Inner Core aliens can be even more fierce.


    When facing these uber-enemies, the dual thrusters are the Bullpup's strongest feature. Kick 'em in, drop some mines, and evade. :)


    Depending on your fighting style, the APC Armored Transport is another good choice (in addition to the fighters mentioned above). No dual thrusters, but it handles like a (heavy) VHF, has lots of guns and armor, and can mount level 10 shields.


    I know that most folks here prize good handling, and that is legitimate for some fighting styles. However, it is possible to be extremely effective in a freighter -- especially the BullpupMk3 (at least against NPC enemies). The key is to make good use of distance:


    1) Use the BullpupMk3's dual thrusters to stay out of weapons range from your adversaries. Let your shields recover.


    2) Thrust full speed with those dual thrusters toward the enemy. You have nine guns on your BullpupMk3, so use them to hammer the enemy. This works best if you mount long-range weapons such as Dom Ka'Vash Annihilators (DKA's). The DKA's are the longest-range gun in the game. With six DKA's and three good turrets you can do a lot of damage to an enemy before they even get into range to use their own weapons.


    3) When your shields fade, then turn and run.


    4) Repeat. Pick off one enemy from the attacking wing at a time.


    If you fight this way, then maneuverability is almost completely unimportant. Most of your turns will be made while sliding away from the enemy, so turning speed does not matter.


    (Of course, there is a "trick" to doing the above, and that is getting six DKA's in the first place! I recommend taking on single DK Gunships until you get the hang of it. They often call for reinforcements before you kill them, so expect to be fighting two, even if you only see one Dom Ka'Vash gunboat when you begin your attack. Kill the first gunboat, tractor the loot, then get out of there before the second gunboat rips you to shreds. :) )


    @Arkane: I had similar trouble with the Coalition Rogues. I think it started when they tried to pirate my cargo and I thought I would teach them a lesson. It turned out the *I* was the one who learned a lesson that day! :o


    Do not be discouraged, Rossman. The enemies are intentionally difficult -- and become increasingly difficult as you get further away from the Sirius Sector. The Inner Core is really intended to be traveled with escorts (MP). You can do it, solo, in your BullpupMk3, but expect to run more often than you fight!


    Also, after a trip through the Inner Core, the Coaliton Rogues seem far less scary. ;)


    PS: Get the best armor and shield upgrades that you can. Earth, Nephele, and Planet Crossfire are good places to shop.


    He who fights and runs away, lives to fight another day.


    .

    It is not a clash of personalities, Sam. It is one strong personality clashing with a lot of people who try to help the guy. Many others have said similar things... I was hoping that, perhaps, I could say it in a way that could reach OP's considerable rational side. Not today, apparently. :)


    I have no emotional connection to the matter at all... I am a mostly-disinterested third party with just enough interest in Freelancer to offer to contribute to a good project -- but only if my help is wanted.


    And, yes... my withdrawal is not permanent. But I am not going to argue without purpose, and my main point is that I would help OP if he would make it easy for people to help him. I believe that others would, as well.


    If not, then that's OK, too. I can just as easily do something else. :)


    PS: I am not asking for OP to teach me anything... not now, anyway. My offers, so far, have been in my areas of expertise -- software engineering and English language. I would be teaching him, rather than the other way around.


    But I cannot fix what is not open or available to fix. Does that make sense?


    EDIT: It appears that my previous message somehow vanished off the board. For the benefit of other readers, I withdrew my offers to help because OP escalated his pointless arguments to outright mis-representations of fact. I am happy to help someone who wants it, but I have no interest in arguing with the guy who claims to want help. If the development forums, wiki, and source open up someday, then I could be encouraged to offer my services again.


    In the meantime, asking people to help on a closed project is like asking people to go and paint his house for free... and then having him taunt and mistreat the volunteers while they work. I do help clean up the public park, but that is something that benefits everyone in the community.

    no my response is the truth...

    Sure, OP. ;)


    > for ages i am begging for help


    Where? In the Crossfire Mod Forum? Or someplace else where people who follow Crossfire may not see it?


    > nothing happens


    Why not?


    (Hint: It is not for lack of interest, enthusiasm, or talent in the Crossfire community.)


    > NEVER i have rejected help when it was offered (if that help actually would have been able to introduce positive changes)


    If you think that fixing your installer, common crashes, and user frustration would not produce positive changes, then I don't know what to say, OP.


    I have given you several clear examples of where you have rejected valuable offers for help. This thread is a further example.


    More frequently you discourage help by arguing pointlessly with people who are trying to help you. Also by keeping the things that really need to be fixed secret, private, or blocked.


    An example of discouraging help is that I did not even bother to volunteer to write an article for Crossfire after you rejected my help on fixing major bugs. What would the article say? That Crossfire is brilliant, astonishing, and wonderful... but the author prefers that users endure frequent crashing rather than allow an expert software engineer help him make the mod more stable?


    If you are getting the results that you want, then continue. If you want different results, then consider changing your behavior.


    YOU are the common denominator, OP.

    Come on, OP... your response is just plain oppositional. You know the answers, you know that my examples are good, and you know that there are many more examples.


    The point is that people want to help you. You do everything in your power (as in your responses to me, above) to discourage them and to make working with you unpleasant.


    But it is your project and you can do whatever you want with it. If you are getting your intended results, then, by all means, continue.

    so what do you actually blame me?

    As I said, I don't care what you do, OP. And "blame" is a judgment, which is not my style.


    I merely observed that some of your actions lead to your own frustration. I am not the first person to observe that, and it does not take a genius to see it... it is pretty obvious.


    Do what you like. But remember: I offered to help in several substantial ways; by doing some important things that you cannot do yourself. So why is your response to flame me? I did nothing to provoke a flame response. I did not criticize or complain, and I even complimented your hard work.


    Flaming someone who is trying to help you... well... that is my point. :)


    Can you see that?

    3 months .... 3 months since ive given the final chance to the CF players...


    even if it would be 3 years nothing would have changed


    ... im waiting for several years that the members of this community finally wake up


    One definition of insanity is "to keep doing the same things and expect different results".
    -- Stephen Covey, The Seven Habits of Highly Effective People


    Crossfire is unique among Freelancer mods in its "closed" nature. You do most of the work yourself, you try to "protect" things that you do not have the skill or resources to protect (without causing other problems), and you have private forums for anything substantial.


    How does a smart guy, like you, not notice that the more popular mods have robust communities, with many contributors, and open policies for source and forums?


    As I have said before, OP, you usually make good decisions. But, for every 99 good decisions that you make, there is that one, single, "bad" choice that cripples the rest of your good ideas.


    Crossfire is awesome, but it is still in beta quality. There are dozens of little problems (perhaps thousands if you count misleading or incorrect infocards). How can you hope to fine-tune all of that stuff yourself?


    Some examples:


    • You have been asking for help? Where? I follow the Crossfire Mod Forum every day... if you are posting somewhere else then are you reaching your intended audience?
    • I volunteered to fix FLMM, which is a huge weak spot in a user's experience of Crossfire (and other mods). You told me that FLMM is "fine the way it is".
    • I volunteered to help populate a wiki. Where is that? Another secret/closed feature?
    • I reported a few obviously "unintended features". You told me that they were "no bugs".
    • Many other people have similarly offered to help, and your usual response is to "shoot them down", as if volunteering to help is somehow offensive to you.

    The details of the above are unimportant... the thing that matters is that people want to help you but you do not let them do it.


    As NucNuc, Recon, and others suggest, the only way to have a community that is enthusiastic about helping you is to make it fun for them.


    Note that I am not trying to tell you what to do. Personally, I don't care. At all.


    I am just saying that, if you want people to help you, then open up Crossfire and allow people to help.


    You can continue to have tight control over Crossfire and it's secrets. Or you can let people have fun by contributing openly and freely.


    But you cannot have both.


    Isn't that obvious?

    Quote

    Originally posted by KaneBlendend
    Yeah, the last black box was in Menton. Got there from hyperspace, which I guess is the back way.


    Yes. Glad you found it.


    > Those systems with nothing but one huge asteroid
    > field, and some with a cloud field on top of that,
    > are kinda frustrating to search through...


    Definitely. One system like that is fun. After that, it is just tedious.


    > Is there a better scanner than the Adv. Subspace
    > with the 12.5K range?


    I believe that the limit is hard-coded into Freelancer. So, no... you have the best.


    > I'm gonna try my luck at Hiruga and then
    > find Death Valley and Lost Paradise. I love
    > this game and this mod!


    Have fun!

    Quote

    Originally posted by KaneBlendend
    Thanks a million for all of your help


    You are welcome, Kane! I am glad that you made it through.


    Quote

    Originally posted by KaneBlendend
    trying not to puke in hyperspace...


    Haha! I had the same reaction to hyperspace... it is pretty cool that a computer program could make you feel physically ill, isn't it? 8o


    Quote

    Originally posted by KaneBlendend
    The DK stations ask for help but do no tell where to go, is that the end of the quest?


    Maybe. As far as I can tell, the Quests end at Phanchdar.


    Quote

    Originally posted by KaneBlendend
    Is there anything in hyperspace other than a jumpgate to Menton


    There are some parked ships there. Kill a few and you can grab their guns. Otherwise, that's it.


    Quote

    Originally posted by KaneBlendend
    Menton (which is the only DK sector I haven't explored on that side of the universe yet)?


    Oh! Well, then, that explains why you had trouble finding all of your clues! You will definitely want to go to Menton, if only to better understand the story.


    Quote

    Originally posted by KaneBlendend
    Hole to Utopia was actually located in


    Interesting! My memory and the old map both say otherwise, but the new map is consistent with your experience. Maybe OP changed the location to help people who were getting stuck? Either way, I am glad that you found it.


    Quote

    Originally posted by KaneBlendend
    In some sectors there is a lot of ambient dust, but the small, multi-colored jumpholes all seem to pop in at about 30K in clear open space. All settings on install were set to max, so that seems to be the LOD range on those, unless there's a way to check/change that?


    Good.


    LOD ranges are specific for each object, but other factors also affect an object's visibility. In any case, it sounds as though you were able to see the intended features.


    So, um... how come you did not find your way to Menton in two weeks of exploring Altair?!


    :) Just kidding... Crossfire is vast. It is easy to miss something if you do not know what to look for.


    Congratulations. It sounds as though you completed (or nearly completed) the Quests.


    Some people enjoy the MultiPlayer game, if you want to continue your adventures with Crossfire.

    Quote

    Originally posted by KaneBlendend
    DK space jumpholes seem to pop in about 28K to 32K.


    Hidden objects and Graphics Choices
    As far as I can tell, the problem(s) with finding some objects gets worse in the more newly-created systems. I think that it has something to do with eye-candy such as background dust. The problem is very obvious in the Inner Core, where some people can see jump gates at long range while others have to be almost on top of a gate before it can be seen.


    If I am correct about the cause of this issue, it is not a matter of high-end or low-end equipment. It has more to do with special effects design decisions, installation choices, and the fact that the systems were "tested" by one guy under one set of installation criteria -- which is hardly an exhaustive test (although I am sure that it was exhausting!).


    In any case, it is a difficult situation to report because some people see things and others do not. OP is the only person who knows, with certainty, at what range a specific object should become visible.


    EDIT: The jump gate to Venn (in the Inner Core system) is a good example. I had to be very close to see it (maybe 10k?), while others report being able to see it from across the system.


    Quote

    Originally posted by KaneBlendend
    I'd like to find the missing clue(blackbox?). Any hints on where I can find it?


    Missing Clue(s) in Altair
    Perhaps somebody else can help you to find your missing clue, but I do not recall the exact system. If you have not already done so, you can check the Altair map to be sure that you have searched all DK systems: http://silverarrows.forumclan.…-sector-maps-t100.htm#262


    Quote

    Originally posted by KaneBlendend
    I found Blinch's ship in Styx, but no mention was made of a hidden Rheinland base... I can pick up the search from there


    How to pick up the trail
    Those are three different topics, Kane. :)


    1) Jack Blynch was not in his ship, was he? Do you recall seeing rumors that he may have gone somewhere else? If not, then:



    2) The clue that you are missing is unrelated to Jack Blynch's ship. As I said earlier, I did not find the missing clue to be particularly helpful, but it says that:



    3) You cannot pick up the trail from Blynch's ship. The place to pick up the trail is where he went to. And that, my friend, IS related to:



    Is that enough?
    Do you have enough to go on now? Let us know if you need more.

    Quote

    Originally posted by KaneBlendend
    despite mapping about 80% of DK space, I haven't found the third black box, or have any idea where to go. There are no more rumors in Coalition bases, sleeper ships in Sov. are empty, as is the emergency beacon. The info on the beacon is interesting, and makes me think the next step is in DK space


    It is a common place for people to get stuck, Kane. The clues are (IMHO) a little bit weak at that point, and some of the objects are visible to some players but very nearly invisible to others... depending on graphics options and/or installation choices.


    The missing clue talks about:



    Ironically, even though you know that you are missing a clue, the clue is not very helpful when you do find it. Previous clues are more important, regarding:



    Theoretically, those clues should lead you to:



    However, when you investigate that system, the trail can go cold because you have to find a secret object:



    Some people claim that they can see that object from a long distance, but I had to do a painful grid search in a system annoyingly full of asteroids. As I said above, some people can see those objects at greater range, depending on your video card and the settings that you choose when you install the game.


    Do those hints help?