How to change speed limit for sliding and all guided weapon

  • Hi, everyone.


    I am a dev team member of another MOD, but I just used to do weapon balancing. Recently I will start to do some thing more but I encounter a problem.


    In the MOD it seems there is setting somewhere that the sliding speed of ships and also speed of missiles and torps can not exceed 400 , even the missiles were launch while sliding.


    I change below in constants.ini
    [EngineEquipConsts]


    CRUISING_SPEED = 400 (I changed it to 800)


    [PhySysConsts]
    ANOM_LIMITS_MAX_VELOCITY = 400 ( I changed it to 1000)


    And I also change engine_Equip.ini to make the cruising speed to be 800; also cange the setting of thrusters,
    Theoretically I did every thing I could but it just don't work, the sliding speed of ships is still can not exceed 400.
    The speed of missiles & torps can not exceed 400, even I launch them from a sliding ship, the missiles will always flying behide the ship, it mean their speed never exceed 400 no matter how we set the weapon_equip.ini
    I was confused, I must have miss something.
    I also check the topic of offset edit of freelancer.exe but found no topic about it, just some topic of change cruising speed display .
    I also checked 0x1D7E80 in freelancer.exe, I saw that is 300f (but I got 400 cruising speed)


    Anyone can get me some hints?
    Thanks!

  • I have not found a way to change the speed for all weapons and ship straffing at once, but singularily.


    When you mean sliding do you mean straffing?


    If yes the way i did it was that you go to shiparch.ini, lets say you wanted to change the straffing speed of the Titan. I have highlighted the data we want to edit in blue.
    \/\/\/


    [Ship]
    ids_name = 237021
    ids_info = 66542
    ids_info1 = 66543
    ids_info2 = 66608
    ids_info3 = 66544
    ship_class = 3
    nickname = co_elite2
    LODranges = 0, 75, 150, 2000
    msg_id_prefix = gcs_refer_shiparch_hfighter
    mission_property = can_use_berths
    type = FIGHTER
    DA_archetype = Ships\pirate\pi_vheavy_fighter\pi_vheavy_fighter.cmp
    material_library = ships\kusari\ku_playerships.mat
    material_library = fx\envmapbasic.mat
    envmap_material = envmapbasic
    cockpit = cockpits\kusari\pi_elite2.ini
    fuse = intermed_damage_smallship01, 0.000000, 3150
    fuse = intermed_damage_smallship02, 0.000000, 1575
    fuse = intermed_damage_smallship03, 0.000000, 1050
    max_bank_angle = 30
    camera_offset = 11, 33
    camera_angular_acceleration = 0.060000
    camera_horizontal_turn_angle = 20
    camera_vertical_turn_up_angle = 10
    camera_vertical_turn_down_angle = 20
    camera_turn_look_ahead_slerp_amount = 1.000000
    nanobot_limit = 71
    shield_battery_limit = 71
    hit_pts = 12600
    pilot_mesh = generic_pilot
    mass = 150.000000
    linear_drag = 1.000000
    hold_size = 70
    explosion_arch = explosion_co_elite
    surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
    surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
    surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
    steering_torque = 43000.000000, 43000.000000, 143000.000000
    angular_drag = 41000.000000, 41000.000000, 141000.000000
    rotation_inertia = 8400.000000, 8400.000000, 8400.000000
    nudge_force = 30000.000000
    strafe_force = 20000 <------ Straffing/sliding speed
    strafe_power_usage = 2 <------Energy usage

    bay_door_anim = Sc_pi_vheavy_fighter
    bay_doors_open_snd = cargo_doors_open
    bay_doors_close_snd = cargo_doors_close
    HP_bay_surface = HpBayDoor01
    HP_bay_external = HpBayDoor02


    You can see that strafe_force = 20000, in game that is 200.


    Hope that helped


    On to guided weapons. Blue is used again.


    [Motor] Quite self explanatory
    nickname = missile01_mark01_rtc_motor
    lifetime = 1.250000 <------time before self detonation
    accel = 106.666702 <-----acceleration
    delay = 0

    [Explosion]
    nickname = missile01_mark01_rtc_explosion
    effect = li_missile02_impact
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 100
    radius = 16
    hull_damage = 489
    energy_damage = 0
    impulse = 0

    [Munition]
    nickname = missile01_mark01_rtc_ammo
    explosion_arch = missile01_mark01_rtc_explosion
    loot_appearance = ammo_crate
    units_per_container = 10
    hp_type = hp_gun
    requires_ammo = true
    hit_pts = 2
    one_shot_sound = fire_missile_regular
    detonation_dist = 4
    lifetime = 6.250000
    Motor = missile01_mark01_rtc_motor
    force_gun_ori = false
    const_effect = li_missile02_drive
    HP_trail_parent = HPExhaust
    seeker = LOCK
    time_to_lock = 0
    seeker_range = 1000
    seeker_fov_deg = 35
    max_angular_velocity = 2.903330 <---turning speed/agility
    DA_archetype = equipment\models\weapons\li_rad_missile.3db
    material_library = equipment\models\li_equip.mat
    ids_name = 265146
    ids_info = 266146
    mass = 1
    volume = 0.000000

    [Gun]
    nickname = missile01_mark01_rtc
    ids_name = 263146
    ids_info = 264146
    DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
    material_library = equipment\models\li_equip.mat
    HP_child = HPConnect
    hit_pts = 400
    explosion_resistance = 1.000000
    debris_type = debris_normal
    parent_impulse = 20
    child_impulse = 80
    volume = 0.000000
    mass = 10
    hp_gun_type = hp_gun_special_1
    damage_per_fire = 0
    power_usage = 0
    refire_delay = 2
    muzzle_velocity = 66.699997 <---speed
    toughness = 2.400000
    projectile_archetype = missile01_mark01_rtc_ammo
    dry_fire_sound = fire_dry
    separation_explosion = sever_debris
    auto_turret = false
    turn_rate = 90
    lootable = true
    LODranges = 0, 20, 60, 100


    I also hope that helped.


    Regards
    :D