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

  • Your lucky the search function´s not working or you would have been ignored,but theres an answer either in this thread or in the second thread(Newbie questions 2).There is also a Tutorial in the "editting tutorials forum".Happy hunting.

  • On the start screen select the system you want one end of the jumpgate/hole to be and double left click it,on the insystem screen move the pointer to where you want the gate to be and right click,select whichever one you want from the menu and then head back to the start screen by double left clicking,select the system for the other end and double left click again. **shuffles of with a new headache** <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

  • I don´t know if you answered this question and i don´t have the time to read all of these pages so here´s my question [Ship ids_name = 237034 ids_info = 66570 ids_info1 = 66571 ids_info2 = 66608 ids_info3 = 66572 ship_class = 0 nickname = li_fighter LODranges = 0, 40, 60, 140, 300, 1000 msg_id_prefix = gcs_refer_shiparch_Liblf mission_property = can_use_berths type = FIGHTER mass = 100.000000 hold_size = 25 linear_drag = 1.000000 fuse = li_fighter_gas01, 0.000000, -1 fuse = li_fighter_smoke01, 0.000000, -1 fuse = intermed_damage_smallship02, 0.000000, 400 fuse = intermed_damage_smallship03, 0.000000, 200 max_bank_angle = 35 camera_offset = 6, 22 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 12 shield_battery_limit = 12 hit_pts = 1300 DA_archetype = shipslibertyli_fighterli_fighter.cmp material_library = shipslibertyli_playerships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitslibertyl_fighter.ini pilot_mesh = generic_pilot explosion_arch = explosion_li_fighter 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 = 24000.000000, 24000.000000, 58000.000000 angular_drag = 15000.000000, 15000.000000, 35000.000000 rotation_inertia = 2800.000000, 2800.000000, 1000.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 1 HP_tractor_source = HpTractor_Source shield_link = l_fighter_shield01, HpMount, HpShield01 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_fighter_shield_special_3, HpShield01 hp_type = hp_fighter_shield_special_2, HpShield01 hp_type = hp_fighter_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_2, HpTorpedo01 what do i have to edit to make the ship more agile and to give it more power capacity ? and is it enough to edit this file (shiparch.ini) or are there some linked files ? Edited by - TheExile on 7/29/2005 11:33:44 AM

  • To make it more agile either change the steering torque or reduce the angular velocity. To give it more power you need to find out which engine or powerplant it´s using and change it´s values. The only problem with this is that it will affect all ships using that power plant/engine.

  • ok i edited the one ship(the patriot) and started the mod to test if it works properly and i have the following questions : 1.I made the ship to be able to mount class six guns but it this wasn´t edited in the ship description so how do i make the ship desription reflect this ? 2.after i turned off the mod to play mp i started the game but before the game menu could start the game crashed why is that ?

  • i would like to know how to edit ranks for my server i want them to go up to 100. to be clear i mean the ranks in the game. they only go to 38 and i want them to go to 100 like every one else. i would also like to know how to open all gates and jump holes. please help me out . Edited by - hardnock on 7/31/2005 7:12:43 PM

  • i think ioncross can do the trick, hardnock btw whats your server name ? i might try it <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - TheExile on 8/1/2005 10:36:48 AM

  • the server is called playityourway.... how will ioncross do the trick. i do use ioncross server operator the newest one. also i realy need to know how to open all the gates to all players. that is the most important issue. Edited by - hardnock on 8/1/2005 1:57:45 PM

  • People have been saying that in order to unlock all the gates and holes in multiplayer you need to go into initialworlds.ini and delete or REM out the locked gates ie: change locked gate = to ;locked gated = ... And then you must start with an empty multiplayer folder. Well I discovered a way for all those who have a fair number of players and do not want to delete them.... to... unlock... all .. the gates and holes and do it all server side. 1) Rename the multiplayer folder (after you get rid of the locked gates in initialworlds.ini) 2) make a new folder to replace the multiplayer folder... ie: My Documents/My Games/accts/multiplayer 3) move the server.cfg folder from the renamed folder into the new Multiplayer folder (this keeps your server ID intact) 4 ) start the server (this creates the accts.cfg) and shut the server down and copy paste all the player folders AND ONLY THE PLAYER FOLDERS into the new multiplayer folder 5) this part is a bit of a pain, especially if you have a lot of players... go through and edit every player via Ioncross or other character editor and select the option &quot;unlock all gates and holes&quot; (with Ioncross) or delete the locked gates. If you miss a player and they log on... gates will lock up. I managed to do about 300 names in under an hour. Start up the server...and.. all the gates and holes are no longer locked. New players will not relock the gates! You may have to do some server side editing to get some of the holes visible .. I think you can just delete the &quot;visit = &quot; if need be. The holes and gates will show up on the map and on the targettting window. They will work whether you can eyeball them or not.

  • First off i just want to say wow i read some of the post and man you guysgirls are good. Ok here is my question, I need some help with the Admin ships. I have resently taken over the admin postion for the Sunder TNG server and it was a crash corse in Hostingmodding, and im left fairly confused. Let me tell You why. First i have fladmin running the show if im not their in front of the box if something goes wrong. Second, i have ioncross V. start up and do its thing. Third, FL Anti-cheat comes on for the logs it can keep and the datastream...thats cool ok that whats on the show. now i have no problem using the 3 stock admin ships for my server but i would like to find others that will work with TNG 2.7 Bkuild 6 and not crash my gameserver. any help would be most apircated Thank You, Mr.Sneaky Sunder TNG 247 Admin

  • Hello, I can not beat Hovis. Did everything possible, ships, etc. I have searched through the forums and would like to simply set my profile to misson complete on the Hovis misson and move on. Can someone please tell me where to find the info on this or tell me how to do this? I have a save game editor but what does it mean and do I need to get an ini editor. thanks, Mike

  • so the good.ini: (rs is the name off the ship) [Good nickname = rs_hull category = shiphull ship = rs price = 1000 ids_name = 12003 item_icon = Equipmentmodelscommodities
    n_iconsli_elite.3db and the second part: [Good nickname = rs_package category = ship hull = rs_hull addon = rs_engine_01, internal, 1 addon = rs_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = shield01_mark02_hf, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallBlue, HpRunningLight01, 1 addon = SlowSmallBlue, HpRunningLight02, 1 addon = SlowSmallBlue, HpRunningLight03, 1 addon = SlowSmallBlue, HpRunningLight04, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1 hope that is all what you need, but i made a new ship out from an existing and this one work, but the first one which i had made completle new dont thx for help

  • First off make sure your ship is nicknamed (in shiparch.ini) rs, so that it matches up with your goods.ini entry. But the thing that sticks out is the line addon = rs_engine_01, internal, 1 Engines should mount on HpEngine01, not internally. I hope you included a hardpoint for that in your ship, if not you can add a hardpoint using HardCMP or buy reexporting the ship with the new hardpoint. You´d want the hardpoint to sit right behind your grille (engine) not exactly on it but so that it has a bit of space in between, not too much though, just enough so that it doesnt look like the engine is burning the ship <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Also, make sure you have the archetypes correct for addon = rs_engine_01, internal, 1 addon = rs_power01, internal, 1 I notice one has an underscore and one does not, maybe they are coded that way, if they aren´t, fix accordingly. Hope that helps <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> To mwh, I never thought I´d give someone a cheat for the Hovis race...lol...anyway, here goes. While you could cheat to skip the race, this way is more...amusing <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> First off you need to either have an .ini decompressor (old way <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>) or install SDK to decompress all files. Once decompressed, navigate your way to your Freelancer directory (default c:/program files/microsoft games/freelancer) and then go to Data/Ships. In the ships folder you´ll see a file called loadouts.ini. Open this file and do a search (press Ctrl+F) for <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>nickname = MSN06_Dexter <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> and under it you will see <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>archetype = bw_fighter <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> replace this line with archetype = li_dreadnought To be safe, you may want to delete everything in <b>that one </b> entry except for the following <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>equip = ge_bwf_engine_01 equip = shield01_mark02_lf, HpShield01 equip = bw_fighter_power01 equip = ge_s_scanner_02 equip = ge_s_tractor_01 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> So your final product would look like this<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>[Loadout nickname = MSN06_Dexter archetype = li_dreadnought equip = ge_bwf_engine_01 equip = shield01_mark02_lf, HpShield01 equip = bw_fighter_power01 equip = ge_s_scanner_02 equip = ge_s_tractor_01 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Make a backup of the file first of course incase it causes an error in your game <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <b>Edit </b>: TLR Forums disable the right bracket, so if you copy my code word for word into the file you´ll need to add the right bracket after [Loadout Edited by - parabolix on 8/14/2005 4:28:27 PM