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okthx for the feedbackproblem with these issues is that they are mostly based on FL engine limits or workarounds of these limits issue onei clearly can understand your concerns about realism on the spinning planetsto be honest these planets were spinning much slower on the first Crossfire versions but for some unknown reason planets stop spinning all of a sudden if the rotation speed is too lowthe only solution i have found was to raise the rotation speed (so the currently high speed is the fix…
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putting the rotation topic aside for a moment as i clearly would want to make it more realistic but have to go by the engines limitation until i find a workaround(removing spin from small planets is possible but we are actually talking about pure theory and infact a not 100% realistic Freelancer universe) NPCs were build to reflect all possibilities and skills that a player has including the dodging, the use of cms, cds, missiles and even better AIreason is clear -> realism and the needs for th…
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no no nou made some suggestions that ill consider when im working on cf1.9 there are possible ways getting stuff easier for the singleplayer like editing how the singleplayer npcs act by changing the pilots jobsanother possible method would be to rebalance the new york system by adding a few higher class ships without lvl restrictions somewhere and placing some more guns therewhich of the changes will happen is something i will have to see when i start balancing the singleplayer