*** Newbie Questions? Look no further! ***

  • hey i´m a newbie alright? so i like your style accu! helping newbies like me! well my question is simple and i think i already know the answer but i wanna be sure! so here´s the question: can I some how use mods in sp? if so can you use ship mods in sp? if so can you tell me how to install em´? after i downloaded em of course. thx anyway POWERFUL THE DARK SIDE IS.

  • wow. This is a looooong thread. If this has been answered, just let me know and I´ll go looking through all 15 pages. Other wise, can you tell me everything I need to know to make my dreamship with custom stats, and textures and put it in the game at any base that at present only sells one ship without displacing anything? I know this is a tall order, but if there were a sticky thread that told how to do this well, it would be greatly apreciated by myself and many others like me, and the site would be all the better for it. We who are about to die salute you!

    ------------------------------------- [img=http://hometown.aol.com/katiez203/images/anim203.gif] Ok everyone, let`s see some holiday spirit!

  • dev_2 the answer is yes, you can use mods in sp. To use them, download Freelancer Mod Manager (check the download page). Be warned, though, that sometimes mods makes your life harder if not impossible in sp... for example some mods raise all prices without changing the income of the various missions, so it´s very hard to accomplish some missions (you just can´t buy the proper equipment)... just try... oh, be warned! I noticed that if you run a mod in sp, and later disable it, you LOSE EVERY SAVED GAME! I don´t know if this can be avoided...

  • As to saved games disapearing, it CAN be reversed, if not avoided. If you say, add a ship mod, FLMM1.2 makes a folder within the saved games folder and puts all current savgames in it. Add the ship, goe get ur savgame (beware: it will not be named the same) and put it in the normal savgame folder. Poof! We who are about to die salute you!

    ------------------------------------- [img=http://hometown.aol.com/katiez203/images/anim203.gif] Ok everyone, let`s see some holiday spirit!

  • ...or, you could move all the savgames to avoid confusion. Note: FLMM does this to prevent problems with mod changes. If you are flying a sabre XR and turn off that mod, don´t expect ur savgame to work. Just use common sense and don´t create any condradictions and u should be fine. gl We who are about to die salute you!

    ------------------------------------- [img=http://hometown.aol.com/katiez203/images/anim203.gif] Ok everyone, let`s see some holiday spirit!

  • Also, where can I get "fled_ins"? Thanks We who are about to die salute you!

    ------------------------------------- [img=http://hometown.aol.com/katiez203/images/anim203.gif] Ok everyone, let`s see some holiday spirit!

  • Sorry folks - incase you noticed - accushot hasn´t been around for quite a while. I am attempting to take over and answer questions - but i aint the worlds best modder by a long shot. I will answer as many questions as i can - but i don´t know it all! If someone else is reading the posts as well - feel free to help out as much as poss! lol. It takes me ages to play around with requests / questions and then post them answers - so please be patient with me! Chips

  • @ dev_2. You want to use some mods in SP. Well - you need something like FLMM v1.2 to use mods......download this - it comes with some mods already. Edited by - chips on 21-08-2003 19:04:57

  • For omega stealh - i aint a systems man - but if you are looking at this entry: [Dust spacedust = Dust I think you will find that it just stuff floating round you all the time.... You are probabily more into this sort of thing: [zone nickname = Zone_Br01_Cumbria_gas_001 pos = -58340, 0, 28514 shape = SPHERE size = 10000 property_flags = 16466 spacedust = radioactivedust_red <---- spacedust_maxparticles = 100 <--- interference = 0.500000 edge_fraction = 0.200000 sort = 99.500000 Ie - a ZONE for your dust to be in. Which i found in the FX folder - effects.ini [Effect nickname = radioactivedust_red effect_type = EFT_MISC_DUST vis_effect = radioactivedust_red Now if you look for the effect type... - then look in the FX folder - SPACE folder and in the ale file there - i found this.... [VisEffect nickname = radioactivedust_red alchemy = fxspace
    adioactivedust_red.ale effect_crc = -249170519 textures = fxplanetflare.txm textures = fxsarma.txm These point to .txm files - but i gave up at this point The best man i can think of for this sort of question is Giskard - so check for a thread that he has made or something - and hope for a reply if you post there! Otherwise - i have no clue......lol Chips GOod luck with it - and post here how it goes!!

  • In the course of my ship building I have... um... built a ship in MS! Now, I need to put in hard points. Question 1, where do things like scanners go? 2, why does it matter where the engine is if you need an engine flare thing? 3, do you need and engine flare thing? 4, is there an table that shows all the hp possibilities (to name the 2d triangles in MS) there are more i´m shure, but thats all I remember now. Thanks in advance We who are about to die salute you!

    ------------------------------------- [img=http://hometown.aol.com/katiez203/images/anim203.gif] Ok everyone, let`s see some holiday spirit!

  • For help on the milkshape thing - well - i could just copy and paste (lazy typer) but i think that imagines thread on this stuff is by far the best one for now! look <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=22614&amp;forum_id=29&amp;Topic_Title=%2A%2A%2ATUTORIAL%2A%2A%2A+Making+a+new+ship+from+scratch&amp;forum_title=Freelancer+Editing+Tutorial+Forum&amp;cat_title=Freelancer+Editing&amp;M=False´ Target=_Blank>HERE</a> Hope this helps out - it even has pictures!! lol Chips

  • Warlord Bob, <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Question 1 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Scanners, tractor beams and other internal stuff dont <i>go </i> anywhere, you just equip them e.g. equip = ge_s_scanner_01 <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Question 2 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Engine flare comes from the thrusters not the engine itself, a bit like a car´s engine and exhaust, so you need to place the thrusters at hp_thruster hardpoints. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Question 3 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Yes, to stop your ship looking cr*p <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Question 4 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> The ones that I know are: hp_gun For guns hp_turret For turrets hp_torpedo For torpedos/Cruise Disruptors hp_thruster For thrusters hp_runninglight For flashing lights on your ship hp_shield For your shield hp_headlight For the big light on the front of some ships hp_docklight For flashing red docking lights hp_contrail For the trails left by wings etc. Remember you´ll have to add a numeric identifier on the end e.g. hp_gun01, hp_gun02 for every hardpoint.

  • accushot, while u were away i asked if anyone knew of a mod to make GUNBOATS pilotable. chips told me that i should keep looking and he also put quote &quot;p.s - check back in this thread for a pilotable gunship mod by accushot!&quot; could you please confirm this and/or give me a link to this mod this would be greatly appreciated Just a month ago, not more We sailed to Greece to win the war. We marched and graoned beneth our loads. While bombers bombed us off the roads; they chased us here, they chased us there, the blighters chased us everywhere. And while the dropped their loads of death, we cursed the ruddy RAF. The RAF were there in force, they left a few at home of course. We saw the entire force one day, when a Spitfire flew the other way. Then we hear the wireless news, when portly &quot;Winston&quot; gave his views. &quot;The RAF in Greece&quot; he said &quot;Are fighting are to give us peace&quot; . Why then we scratched our heads at that, and thought we smelt a mighty rat. For if in Greece the Air Force be, then where the blooming hell are we!? --New Zealand Soldiers in Greece 1941

    Just a month ago, not more We sailed to Greece to win the war. We marched and graoned beneth our loads. While bombers bombed us off the roads; they chased us here, they chased us there, the blighters chased us everywhere. And while the dropped their loads of death, we cursed the ruddy RAF. The RAF were there in force, they left a few at home of course. We saw the entire force one day, when a Spitfire flew the other way. Then we hear the wireless news, when portly "Winston" gave his views. "The RAF in Greece" he said "Are fighting are to give us peace" . Why then we scratched our heads at that, and thought we smelt a mighty rat. For if in Greece the Air Force be, then where the blooming hell are we!? --New Zealand Soldiers in Greece 1941

  • Okay - i have improved since then.......hee hee How to make a pilotable gunboat (generally speaking of course) Firstly - find the gunboat of your choice in the shiparch.ini ( i will use the kusari one - its my fave!!!) Now copy and paste the WHOLE of its entry so you see this!! [Ship ids_name = 237030 ids_info = 66564 nickname = ku_gunboat msg_id_prefix = gcs_refer_shiparch_Kusg mission_property = can_use_large_moors LODranges = 0, 100, 300, 500, 3000 type = GUNBOAT DA_archetype = shipskusariku_gunshipku_gunship.cmp material_library = shipskusariku_capships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 1000.000000 hold_size = 1000000 hit_pts = 100000 explosion_arch = explosion_instant fuse = ku_gunship_body_fuse, 0.000000, 1 fuse = ku_gunship_burning_fuse01, 0.000000, 2250 fuse = ku_gunship_burning_fuse01, 0.000000, 1125 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 = 60000000.000000, 60000000.000000, 60000000.000000 angular_drag = 120000000.000000, 120000000.000000, 120000000.000000 rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000 nudge_force = 150000.000000 HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 [CollisionGroup obj = ku_star_spike_lod1 separable = parent_impulse = 60.000000 child_impulse = 500.000000 fuse = ku_gunship_body_fuse, 0.000000, 1 dmg_hp = DpSpkmnt_starboard dmg_obj = ku_gunboat_dmg_star_spike_cap debris_type = cap_ship_piece mass = 20.000000 hit_pts = 9000 root_health_proxy = true [CollisionGroup obj = ku_port_spike_lod1 separable = parent_impulse = 60.000000 child_impulse = 300.000000 fuse = ku_gunship_body_fuse, 0.000000, 1 dmg_hp = DpSpkMnt_Port dmg_obj = ku_gunboat_dmg_port_spike_cap debris_type = cap_ship_piece mass = 20.000000 hit_pts = 9000 root_health_proxy = true [CollisionGroup obj = ku_port_wing_lod1 separable = parent_impulse = 60.000000 child_impulse = 600.000000 fuse = ku_gunship_body_fuse, 0.000000, 1 dmg_hp = DpWing_port dmg_obj = ku_gunboat_dmg_port_wing_cap debris_type = cap_ship_piece mass = 20.000000 hit_pts = 9000 root_health_proxy = true [CollisionGroup obj = ku_star_wing_lod1 separable = parent_impulse = 60.000000 child_impulse = 500.000000 fuse = ku_gunship_body_fuse, 0.000000, 1 dmg_hp = DpWing_starboard dmg_obj = ku_gunboat_dmg_star_wing_cap debris_type = cap_ship_piece mass = 20.000000 hit_pts = 9000 root_health_proxy = true [CollisionGroup obj = ku_port_eng_lod1 separable = parent_impulse = 60.000000 child_impulse = 30.000000 fuse = ku_gunship_body_fuse, 0.000000, 1 dmg_hp = DpEng_port dmg_obj = ku_gunboat_dmg_port_eng_cap debris_type = debris_vanish mass = 20.000000 hit_pts = 9000 root_health_proxy = true [CollisionGroup obj = ku_star_eng_lod1 separable = parent_impulse = 60.000000 child_impulse = 30.000000 fuse = ku_gunship_body_fuse, 0.000000, 1 dmg_hp = DpEng_starboard dmg_obj = ku_gunboat_dmg_star_eng_cap debris_type = debris_vanish mass = 20.000000 hit_pts = 9000 root_health_proxy = true [CollisionGroup obj = ku_cntrltwr_lod1 separable = parent_impulse = 60.000000 child_impulse = 30.000000 debris_type = debris_vanish fuse = ku_gunship_body_fuse, 0.000000, 1 dmg_hp = DpCntrltwr dmg_obj = ku_gunboat_dmg_tower_cap mass = 20.000000 hit_pts = 9000 root_health_proxy = true [CollisionGroup obj = ku_frnt_port_lod1 separable = parent_impulse = 10.000000 child_impulse = 3000.000000 debris_type = cap_ship_piece fuse = ku_gunship_body_fuse, 0.000000, 1 group_dmg_hp = DpFrnt group_dmg_obj = ku_gunboat_dmg_front_cap mass = 200.000000 hit_pts = 9000 root_health_proxy = true [Simple nickname = ku_gunboat_dmg_tower_cap DA_archetype = Shipskusariku_gunshipku_gunship_dmg_cntrltwr.3db material_library = shipskusariku_capships.mat mass = 1000.000000 LODranges = 0, 3000 [Simple nickname = ku_gunboat_dmg_port_eng_cap DA_archetype = Shipskusariku_gunshipku_gunship_dmg_eng_port.3db material_library = shipskusariku_capships.mat mass = 1000.000000 LODranges = 0, 100, 3000 [Simple nickname = ku_gunboat_dmg_star_eng_cap DA_archetype = Shipskusariku_gunshipku_gunship_dmg_eng_starboard.3db material_library = shipskusariku_capships.mat mass = 1000.000000 LODranges = 0, 100, 3000 [Simple nickname = ku_gunboat_dmg_front_cap DA_archetype = Shipskusariku_gunshipku_gunship_dmg_frnt.3db material_library = shipskusariku_capships.mat mass = 1000.000000 LODranges = 0, 100, 3000 [Simple nickname = ku_gunboat_dmg_port_spike_cap DA_archetype = Shipskusariku_gunshipku_gunship_dmg_spkmnt_port.3db material_library = shipskusariku_capships.mat mass = 1000.000000 LODranges = 0, 3000 [Simple nickname = ku_gunboat_dmg_star_spike_cap DA_archetype = Shipskusariku_gunshipku_gunship_dmg_spkmnt_starboard.3db material_library = shipskusariku_capships.mat mass = 1000.000000 LODranges = 0, 3000 [Simple nickname = ku_gunboat_dmg_port_wing_cap DA_archetype = Shipskusariku_gunshipku_gunship_dmg_wing_port.3db material_library = shipskusariku_capships.mat mass = 1000.000000 LODranges = 0, 100, 3000 [Simple nickname = ku_gunboat_dmg_star_wing_cap DA_archetype = Shipskusariku_gunshipku_gunship_dmg_wing_starboard.3db material_library = shipskusariku_capships.mat mass = 1000.000000 LODranges = 0, 100, 3000 Now after this - you need to change some stuff. First - change the nickname (mygunboat will do) Then put in shipclass after that : shipclass = 0 Then change the mision property like this: mission_property = can_use_berths Change the type: type = FREIGHTER add these two lines below the nudge force (otherwise it don´t steer correctly!!) strafe_force = 20000 strafe_power_usage = 2 Now you need a cockpit camera view! cockpit = cockpitskusarimygunboat.ini max_bank_angle = 15 camera_offset = 25, 85 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 (the cockpit = line (we will make our turret view later on!!) Then you need some weapons - the best way is to look in the loadouts_special.ini and search for a kusari gunboat loadout.....oh - i found one for you!! Aint i nice!! [Loadout nickname = ku_gunboat archetype = ku_gunboat equip = ge_s_scanner_02 equip = infinite_power equip = ge_s_tractor_01 equip = sfx_rumble_gunvessel equip = ge_kg_engine_01 equip = ku_gunboat_turret01, HpTurret_K4_01 ;weapons mounts here!! equip = ku_gunboat_turret01, HpTurret_K4_02 equip = ku_gunboat_turret01, HpTurret_K4_03 equip = ku_gunboat_forward_gun01, HpTurret_K5_01 equip = SlowMediumGreen, HpRunningLight01 equip = SlowMediumGreen, HpRunningLight02 equip = SlowMediumGreen, HpRunningLight03 equip = SlowMediumGreen, HpRunningLight04 equip = SlowMediumGreen, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01 cargo = commodity_H_fuel, 50 Now you notice it can take three turrets and 1 gun - so add those to your shiparch.ini for it - so you get the following! hp_type = hp_turret_special_7, HpTurret_K4_01 hp_type = hp_turret_special_7, HpTurret_K4_02 hp_type = hp_turret_special_7, HpTurret_K4_03 hp_type = hp_gun_special_7, HpTurret_K5_01 You can copy and paste that in by the way.... Then just add the following as well (everything else has it soooo....) bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close That is your shiparch.ini sorted!! Save that off now and go to the goods.ini There we will have to make a) a hull reference, and b) the package you get when you buy it (we will make it come with some guns!) at the bottom of the goods.ini we make a package! This is the hull forit [Good nickname = mygunboat category = shiphull ship = mygunboat price = 1 ids_name = 237030 item_icon = Equipmentmodelscommodities
    n_icons
    h_freighter.3db Then the package (what it has when you buy) [Good nickname = kugun_package category = ship hull = mygunboat addon = ge_s_scanner_02, internal, 1 addon = infinite_power, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = sfx_rumble_gunvessel addon = ge_kg_engine_01, internal, 1 addon = te_gunboat_turret01, HpTurret_K4_01 addon = te_gunboat_turret01, HpTurret_K4_02 addon = te_gunboat_turret01, HpTurret_K4_03 addon = te_gunboat_turret01, HpTurret_K5_01 addon = SlowMediumGreen, HpRunningLight01, 1 addon = SlowMediumGreen, HpRunningLight02, 1 addon = SlowMediumGreen, HpRunningLight03, 1 addon = SlowMediumGreen, HpRunningLight04, 1 addon = SlowMediumGreen, HpRunningLight05, 1 addon = LargeWhiteSpecial, HpHeadLight01, 1 Notice that this is similar to the one in loadouts_special.ini?? We just make all things saying equip = to addon = Make sure you also add the lines at the top there! Oops - this is actually my own custom one - notice the gunturrets?? Use the same as the one from the package in loadouts_special.ini!! (see above and below!) addon = ku_gunboat_turret01, HpTurret_K4_01 addon = ku_gunboat_forward_gun01, HpTurret_K5_01 Once you have your THREE turrets and one forward gun up in that package rather than my custom ones, then save it off again.... NOw open up your market_ships.ini and search for you base of choice (like manhatten) and then put in your ship (ie instead of lf for liberty fighter (patroit) make it say kugun_package marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1 will become marketgood = kugun_package, 1, -1, 1, 1, 0, 1, 1 Notice that the package name and the ship name aren´t the same!! this is important.......very important okay! Always make sure they are something_package.........hehe Okay - now save that. What is left - oh yeah - our turret cam. Okay - you saw the structure (directory structure) in your shiparch.ini? (look up again to see it) cockpit = cockpitskusarimygunboat.ini Well you need to create the mygunboat.ini in that folder (kusari folder) Once you make the ini - put in the following spiel! [Cockpit mesh = cockpitslibertymodelsli_freighter_cockpit.cmp int_brightness = 0.500000 head_turn = 30, 10 [CockpitCamera [TurretCamera tether = 0.000000, 20, 150 ;shows the camera dist from ship yaw_rotate_speed = 2.000000 pitch_rotate_speed = 1.500000 accel_speed = 5 Notice my commented part there (don´t add the comment!) that is cause if you make destroyers and battleships using the same method - you will have to change those values (can be as high as 200, 600!!!) The same applies for the line in the shiparch.ini saying camera_offset = 25, 85 The bigger your ships get - the bigger those values will need to be! (so you aint looking out from inside the damned ship!) Okay - now you have got it all!! One gunship.... You can use the same method for making other capships flyable - but pay close attention to detail! Notice things like the names you use........basically follow the same method as above, but make sure you check correctly with the goods.ini (causes game to crash if wrong). Now then..... one last thing - the turret mounts you have there are specifying certain guns of the kusari navy - to change them - well, put in the names of the turrets from the weapons_equip.ini you wish for! Enjoy flying the beastie - they are great fun!! Watch out though - you have NO shield.....also to make a shield, you would need to make a hardpoint in the CMP file for it..........well there are ways round it, but i aint gonna let on - too many people would cheat even more in MP if they knew how <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Chips *edit* there should be a closing square bracket after an opening one - so using the usual bracket ( it should look like this (Ship) but with sqaure brackets!!! That is for EVERY instance you see a square bracket - for some reason this place loses the closing one!! Edited by - chips on 28-08-2003 09:06:53

  • I posted this at page 9 <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> i know its a long time ago but noone answered <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> I an not new to modding (can make pretty everything with ships &amp; guns, already made a couple of ships and 100 other smaller mods). but this one made me curious, so i asked about it. i tried and it didn´t work. i am still interested in this. accu&lt;o&gt;shot, can u pls answer? ---------------------- old post: ---------------------- I have a question to the &quot;swarm&quot; missiles you described a few weeks ago. it´s about this: projectile_archetype = missile01_mark01_rtc_ammo projectile_archetype = missile01_mark01_rtc_ammo2 ;&lt;-- Add projectile_archetype = missile01_mark01_rtc_ammo3 ;&lt;-- these projectile_archetype = missile01_mark01_rtc_ammo4 ;&lt;-- lines i tried this out, thought over it again and again and came to the conclusion that it can´t work!!! why? simple: the &quot;variable&quot; project_archetype will be overwritten by the value specified in each next line. the result was only one missile (the one from the last line). correct me if i am wrong. has anyone managed to fire multiple shots from a gun at the same time? pls message me or post it here if this is the case. tnx in advance

  • You tried it then? or did you try doing it so its ammo, ammo1, ammo2 kinda format? Tried them at all? I would have said you can´t make different things before i got into modding - the only way to know is to try it...then you will know if it works or not.

  • I know it <i>shouldn´t </i> work but it does. Instead of using the last instance of projectile_archetype FL seems to use them all, one by one. At least it worked for me! Try making the missile ammo stats very different, for example giving one a max speed and aceleration of twice the other one and you should see them split into several rockets. If you still don´t believe me then you could always create several hardpoints for the missile launchers very close together, perhaps on something that looks like a missile battery, and then they would all fire together.