****NEWBIE QUESTIONS?? - look no further2!!****

  • Well, um, eh, I have a question, (I am lazy as hell, so i dont feel like looking through 39 pages, ok?) Can the size of the starfield be changed? because it looks as if the sun, fields and planets go through it when flying away whith warpspeed mod. if that is not the case, then how to increase viewing range of stars and planets?

  • I cannot look through 35 pages! wat is this the only thread on the site? Anyway i searched atleast half of the pages but nothing comes close to my doubt: I made my gun, it works with substituting the weapon_equip.ini files but i cannot name the gun in the game. I tried it in the script.xml way (using FLMM) but the game exits after the Freelancer loading screen.I think u have to edit some dll but i dont know how.My script is as follows, some part is not there as i pulled out the main file, pleas tell me wat i should do?:- <script> <header name="Intermolecular disruptor cannon mod"> <scriptversion> 1.2 </scriptversion> <author> Azfaloth </author> <modurl> mailto:mvpnu@hotmail.com?Subject=FL </modurl> <description> Intermolecular disruptor cannon mod This mod was made for FLMM v1.2.1 beta 10 should work on almost all mod managers Adds a weapon : Moon Dagger Disruptor cannon All of this weapon is available on the capital planet of each house including Malta and Crete </description> </header> <data file="dataequipmentweapon_equip.ini" method="append"> <source> [Munition nickname = molecular_mess_ammo hp_type = hp_gun requires_ammo = false hit_pts = 1000000000 hull_damage = 16299 energy_damage = 0 weapon_type = W_Laser01 one_shot_sound = fire_laser1 munition_hit_effect = Fireeffect01 const_effect = Fireeffect01 lifetime = 1 force_gun_ori = false mass = 1 volume = 0.000100 [Gun nickname = molecular_mess ids_name = 190790 <-----------I think something should be added here for a name ids_info = 190790 DA_archetype = EquipmentmodelsweaponsX.cmp<---- this is my custom Cmp material_library = Equipmentmodelshardware.mat HP_child = HPConnect hit_pts = 1000000000 explosion_resistance = 1.000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 1 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 0 refire_delay = 0.000001 muzzle_velocity = 750 use_animation = Sc_fire toughness = 1.300000 flash_particle_name = li_laser_01_flash flash_radius = 1 light_anim = l_gun01_flash projectile_archetype = molecular_mess_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 90 lootable = false LODranges = 0, 20, 40, 80, 100 </source> </data> <data file="dataequipmentweapon_good.ini" method="append"> <source> [Good nickname = molecular_mess equipment = disruptor category = equipment price = 100 item_icon = equipmentmodelscommodities
    n_iconsEQUIPICON_gun.3db combinable = false ids_name = 190790 ids_info = 190790 shop_archetype = equipmentmodelsweaponsli_heavy_ion_blaster.cmp material_library = Equipmentmodelshardware.mat </source> </data> <data file="dataequipmentmarket_misc.ini" method="sectionappend"> <section> [BaseGood base = Br01_01_base </section> <source> MarketGood = molecular_mess, 0, -1, 10, 10, 0, 1 </source> </data> <data file="dataequipmentmarket_misc.ini" method="sectionappend"> <section> [BaseGood base = Ku01_01_base </section> <source> MarketGood = molecular_mess, 0, -1, 10, 10, 0, 1 </source> </data> <data file="dataequipmentmarket_misc.ini" method="sectionappend"> <section> [BaseGood base = Li01_01_base </section> <source> MarketGood = molecular_mess, 0, -1, 10, 10, 0, 1 </source> </data> <data file="dataequipmentmarket_misc.ini" method="sectionappend"> <section> [BaseGood base = Rh01_01_base </section> <source> MarketGood = molecular_mess, 0, -1, 10, 10, 0, 1 </source> </data> <data file="dataequipmentmarket_misc.ini" method="sectionappend"> <section> [BaseGood base = Hi01_01_base </section> <source> MarketGood = molecular_mess, 0, -1, 10, 10, 0, 1 </source> </data> <data file="dataequipmentmarket_misc.ini" method="sectionappend"> <section> [BaseGood base = Hi02_01_base </section> <source> MarketGood = molecular_mess, 0, -1, 10, 10, 0, 1 </source> </data> </script> also i saw this post somewhere but i made a system but once i dock into it i reah and when i fly for approximately 20 seconds it exits with some error onto my desktop the errror report with options like send dont send etc. i want to make a mod to help u fly through asteroids, Something like replacing asteroid .sur´s with jumphole .sur´s. there r 2 jumphle .sur´s which one do i use, any help would be much appreciated for all or any of my 3 mods "Can someone please inform me that im uninformed?"

  • I hope I finaly have find the right place on this forum for my question <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I think I posted 2 times at the wrong place so they were gone next time I checked. I want to appologies to the admins and mods of this forum for any inconvenience. Allright... I have the following idea/question and I don´t know if this has been done yet. I have browsed by now for hours and hours in looking for anything on it, the the load of information on this forum is &quot;overloading&quot; my brain <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> I have started on a new mod (the first one I was making I stopped making when I discovered someone else have had the same Idea and made it allready) ... So here comes the &quot;idea&quot; that I have I want to put in my &quot;first ever&quot; mod that I then hopefully can share with you guys for comments in order to learn my way around. What the concept of this complete mod will be I will not share yet, but there is one important feature that I have to figure out. I want to have the type of ship connected with the reputation statistics while playing. No longer the missions (and their results) must trigger your reputations with the factions, but the ship you fly in should trigger &quot;hostile or friendly behavior&quot; by other ships. How can this be done? -------------------------- Well, I guess the first part is the most easy one. I have to change for every faction in the empathy.ini file the following: event = object_destruction, 0 event = random_mission_success, 0 event = random_mission_failure, 0 event = random_mission_abortion, 0 By changing everything to O you won´t become more or less popular with any faction. This way success of your mission results in money and nothing more. Then the type of ship you fly in has to be linked to the replist. I think buying a ship should create the same &quot;trigger&quot; as what a bride does. Becouse when you take a bribe (pay cash) your rep changes. If you want to &quot;get ridd&quot; of your ship and want to fly for a differend faction, you just visit an nutural station (for example the Zoners) and switch on a station your ship for another. The moment you buy that other ship the replist changes and the faction you just flew for, will not see you as an enemy. Depending on how &quot;friendly&quot; some other factions are, you can still dock to bases if these factions friendly or nutural to them and buy weapons and ships there, so you have the oppertunity to tacticaly choose your ship and therefor your &quot;friends&quot;. Is then also easy again to jump to another faction. You just buy another ship and start working for them. Could it be possible to do this rep change also when you buy a ship? I supose this must be possible, to add such a &quot;trigger&quot; to the &quot;buying-of-a-ship-process&quot;. The moment you buy a ship, the faction(s) that fly the same ship will see you as friendly, while all who don´t considder you an Enemy. Ofcourse this also meens that some modifications have to be made in the empathy.ini file (to create a well balanced system) aswell as the faction_prop.ini file. This to make sure that only &quot;positive related&quot; factions fly the same ships. For example the Outcasts and Blooddragons fly both Borderworld ships. They have to be friendly or nutural to each other for this idea to work. The all enemies of both factions (and others related to them) will assult you, and you can only fly missions for your &quot;new friends&quot;. In general I then have to devide all factions over the present selection of ships, who will be &quot;related&quot;. From every civilian fightership I will have to make 5 versions. One for &quot;independent&quot; factions such as the Zoners and for Liberty, Kusari, Rheinland and Bretoria als one. This becouse about all trade and mining companies use civilian fighters. For that it´s possible to use the skins from Kasdia´s Civilian fighters mod (it´s the perfect solution for the civilian class ships) to have for these trading/mining cooporations every system (br, li, ku &amp; rh) their own color. Why do I want this?: ------------------------ Well, first of all I think it makes a interresting and differend gameplay. You are the moment you buy a ship suddenly &quot;part&quot; of a faction. For example if I by the Liberty Defender, then all ships I encounter will see me or relate me automaticly to eighter the Liberty Navy, the LSF or the Liberty Police, since they are the only ones flying that ship. All Enemies of these factions or factions they have &quot;no understanding with&quot; then will automaticly see me as hostile and attack. My second reason is that it forces a player if they want to see the hole system to change ships more frequently, so you won´t get too much &quot;used&quot; to one specific ship. Another reason for this thoughts is that it is very strange that the ship you use does not invluence your rep. IRL you would be considdered hostile if you would fly a Mig about USA territory or a F16 about Russia, right? Every army / enemy has their own hardware. So to work for one with the hardware of their enemy seems a bit &quot;unlogical&quot; to mee. That allways have bothered me a bit. My final reason is the with an xml script that I allready have made you can choose where you want to start off. So, you can choose the main factions: Liberty, Bretonia, Kusari, Rheinland, Outcasts, Corsairs, Order, Bounty Hunters and you will start from their main base. Ofcourse you can also choose to follow the story line from the beginning, starting as you normaly whould. I had one more reason, but I lost it, if I remeber it again I can add it to a next post on this subject. What did I allready do myself: ----------------------------------- - I modified shiparch.ini (to balance the ships and put skins and new ships in place and for some factions add some new ships). - I modified the faction_prop.ini (to link make sure no enemies fly the same ships and to apply the 5x all civilian ships for the trade/mining companies). - I modified the mission result lines in the empathy.ini file Well, that was the easy part... Now I have to know how to trigger a repchange when purchasing a ship. I have no clue at all about that. I have not worked yet with bribes and so... So I realy could use some help or be pointed out in the right direction. I am still quite new in modding, and I can modify ini files, add some new worlds and ships and that kind of stuff ... I´m not so much experienced in working on ids info yet, but I will get that in my fingers soon I hope. I am no good so far in edditing dll files or so. Can someone help me out? What do I have to do to change the buy process of a ship to work &quot;like a bribe&quot;? Where do I have to start? Any thoughts are highly apreciated! Thanks (atleast for reading my long post hehehe) ... GRTNX... DaFDu

  • Text code for a xml script ids_name = 0 ;GENERATESTRRES(&quot;Name Here&quot;&lt;-- Close Bracket ids_info = 0 ;GENERATESTRRES(&quot;Decription Here&quot;&lt;-- Close Bracket Edited by - Loso on 2/12/2005 4:19:44 PM

  • Errr...okay, I really think your second one should say GENERATEXMLRES and have xml coding in it but whatever. Anyway, I have a question of my own which has been driving me mad. I wanted to know is there a way which I could make the Speed Mod that is default in FLMM not work with my mod without renaming every thruster? Any help given would be appreciated, thanks <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    True Intelligence is the ability to admit you know nothing

  • Hey Well Im new to modding and im nearly done on my fist mod but there is one thing holding me back, I just can´t get fled-ids infocard editor to work when ever i set the game path to my freelancer folder or any mod folder it doesn´t show anything in any of the boxes and then when i close it and then try to start it up again it says &quot;run time error 429 ActiveX component can´t create object&quot; so this is really annoying and if any one knows whats wrong and how to fix it i will be extremely gratefull, Thanks Dman1983

  • I had this problem too but it was a while back so bear with my memory <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>, I *think* I solved it by using <A href=´http://www.lancersreactor.org/t/download/download.asp?id=765´ Target=_Blank>this</a> Hope that helps <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    True Intelligence is the ability to admit you know nothing

  • What good does commenting out the locked_jump parameters in the initialworld file do?? The Magellan gate is still locked in MP, and in this unorganized tutorial post (good tutorials, bad layout), I cannot find any additional info. I heard something about editing the mpnewchar file, but nothing there seemed applicable, and the newchar.ini was just jibberish to my arsenal of FL modding tools. How do I open the friggin jump hole??! On a tangent, how do I change the MP starting ship? The index says page 1, but no mention of it is found there, nor on page 2. Could someone shed some light on these issues for me? Sincerely, --VrmlBasic

  • Dman Sounds strange, make sure you have added your DLL into your Freelancer.ini [Resources DLL = InfoCards.dll ; Contains all infocard text resources DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and m

    True Intelligence is the ability to admit you know nothing

  • @vrml: To edit your ship in MP, you need to open mpnewcharacter.fl available in the EXE folder. You will see this: %PACKAGE% You need to comment that out and put in all your own stuff, for example, heres mine: ;%PACKAGE% ship_archetype = s

    True Intelligence is the ability to admit you know nothing

  • no its not that i have tried this but thanks for the suggestion but i´ll try to make this problem clearer first i unzip the file and then i start up fled-ids and then i set the gamepath to my freelancer folder then nothing happen there is nothing on screen except the gamepath to my freelancer folder there is nothing in the pop down boxes or anything and if i type anything into any of the search criteria and then press a button it shows the message that i wrote down in my first post. Well i hope this makes my problem seem a bit clearer. oh and by the way i am running it on windows xp sp1 if it makes a differance and my freelancer directory is C:GamesMicrosoft GamesFreelancer. Ok thanks alot if you reply Dman1983

  • Hmm, let me get this right - your editing in FL folder yeah? that would mean you already have gotten yourself a freelancer.ini file. If you haven´t - then I suggest you put one into your mods folder. Secondly - you should only &quot;Open&quot; as far as teh Freelancer folder - it will ´work out´ the path to the exe folder from there..... Give it a go,ensureing that if its your mods directory, that it has an exe folder, has a freelancer.ini file - and has the dlls in there as well <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Always try searching for something too - like ids info 66608 (the layout one for ships stats)

  • no im sorry thats not it either, i have even tried it on other working mods e.g i tried it on the evo 1.28 mod and i still showed the message i wrote above after i tried to seach for any thing or whenever i tried opening fled-ids again, i don´t know whats wrong but im giving up on fled-ids so does anyone know of a good ids editor that i could use if so thnks for your reply Dman 1983

  • Hi.. I have a problem with adding ships in MP, I start up a server, create a new char and as soon as I try to leave Manhattan it crashes.. I have copied two ships from an exicting mod (so I could see and learn how it´s done). Here´s what I´ve done: 1. In my mod folder i created a SHIPS folder (in DATA) and then copied in the two ships (containing .cmp, .mat, .sur and .3db One didn´t have a .3db file) 2. Then I started editing the shiparch.ini, I edited this: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>[Ship <b> ids_name = 237027 </b> ---&gt; THIS <b> ids_info = 66555 </b> ---&gt; THIS <b> ids_info1 = 66556 </b> ---&gt; THIS <b> ids_info2 = 66608 </b> ---&gt; THIS <b> ids_info3 = 66557 </b> ---&gt; THIS <b> ship_class = 1 </b> ---&gt; THIS <b> nickname = ku_elite </b> ---&gt; THIS msg_id_prefix = gcs_refer_shiparch_Kushf mission_property = can_use_berths LODranges = 0, 40, 80, 180, 1000 type = FIGHTER <b> DA_archetype = shipskusariku_eliteku_elite.cmp </b> ---&gt; THIS <b> material_library = shipskusariku_playerships.mat </b> ---&gt; THIS material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitskusarik_elite.ini pilot_mesh = generic_pilot <b> nanobot_limit = 26 </b> ---&gt; THIS <b> shield_battery_limit = 26 </b> ---&gt; THIS mass = 150,0 linear_drag = 1,0 <b> hold_size = 40 </b> ---&gt; THIS fuse = intermed_damage_smallship01, 0,0, 900 fuse = intermed_damage_smallship02, 0,0, 450 fuse = intermed_damage_smallship03, 0,0, 300 max_bank_angle = 30 camera_offset = 6,5, 29 camera_angular_acceleration = 0,1 camera_horizontal_turn_angle = 17 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 25 camera_turn_look_ahead_slerp_amount = 1,0 <b> hit_pts = 3600 </b> ---&gt; THIS .... <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> 3. Then I started with the goods.ini, I editied: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>[Good <b>nickname = coe_hull </b> ---&gt; THIS category = shiphull <b>ship = co_elite </b> ---&gt; THIS <b>price = 388000 </b> ---&gt; THIS ids_name = 12017 item_icon = Equipmentmodelscommodities
    n_iconspi_elite.3db [Good <b>nickname = coe_package </b> ---&gt; THIS category = ship <b>hull = coe_hull </b> ---&gt; THIS addon = ge_coe_engine_01, internal, 1 addon = co_elite_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = shield01_mark07_hf, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallPurple, HpRunningLight01, 1 addon = SlowSmallPurple, HpRunningLight02, 1 addon = SlowSmallPurple, HpRunningLight03, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> 4. I edited the market_ships.ini This I edited (the text in bold I edited): <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>marketgood = <b>oe_package </b>, <b>16 </b>, -1, 1, 1, 0, 1, 1 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> 5. Then I tried it and it crashed. 6. I took away the saved games (using FLMM), didn´t work. 7. I reinstalled FL and FLMM, didn´t work. 8. I copied all the entries conserninge the ships from the mod I copied them from, still didn´t work. The .3db file and the .sur files I didnät put in anywhere, could that be the problem?? If so where should I put it? I´ve searche ell over this forum for an awnser to my problem but haven´t found the right solution yet. I hope I post this thread where it´s sopposed to be wanted to post it in &quot;**Tutorial** - Find answers to crashes!&quot; but that thread seemed quite dead. Hope someone has some ideas.. / PAW Edited by - paw on 3/19/2005 6:21:56 PM

  • Can you post up the ACTUAL entries you have for the ship instead of what you changed on another ship please? Also - what directory do you have the CMP files in etc......as that may help. Means people can check over everything <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> <img src=´http://www.pathfinderstudios.com/chips.jpg ´>

  • Hi.. I have the CMP files in : &quot;C:ProgramFreelancer Mod ManagermodsMythology ModDATASHIPSpredator&quot;. The actual entries for shiparch.ini is: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> [Ship ids_name = 490000 ids_info = 490001 ids_info1 = 490002 ids_info2 = 490003 ids_info3 = 490004 nickname = predator ship_class = 1 type = FIGHTER mission_property = can_use_berths LODranges = 0, 999999, 999999, 999999, 999999 msg_id_prefix = gcs_refer_shiparch_borlf DA_archetype = SHIPSpredatorpredator.cmp material_library = SHIPSpredatorpredator.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = COCKPITSCORSAIRcorsair_elite.ini max_bank_angle = 35 camera_offset = 6, 29 Cockpitmeshint_brightnesshead_turnCockpitCameraTurretCameratetheryaw_rotate_speedpitch_rotate_speedaccel_speedcockpitscorsairmodelsco_cockpit.cmp 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 pilot_mesh = generic_pilot nanobot_limit = 40 shield_battery_limit = 40 hit_pts = 2100 hold_size = 50 explosion_arch = explosion_br_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 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 = 2 shield_link = l_fighter_shield01, HpMount, HpEngine01, HpShield01 hp_type = hp_thruster, HpThruster01, HpThruster02 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 ;-- hp_type = hp_torpedo_special_2, HpTorpedo01 ; Cruise Disruptor Hardpoint hp_type = hp_torpedo_special_1, HpTorpedo01 ; Torpedo Hardpoint HP_tractor_source = HpTractor_Source fuse = intermed_damage_smallship02, 0.000000, 525 fuse = intermed_damage_smallship03, 0.000000, 263 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08 hp_type = hp_fighter_shield_special_7, HpShield01 hp_type = hp_fighter_shield_special_6, HpShield01 hp_type = hp_fighter_shield_special_5, HpShield01 hp_type = hp_fighter_shield_special_4, HpShield01 hp_type = hp_fighter_shield_special_3, HpShield01 hp_type = hp_fighter_shield_special_2, HpShield01 hp_type = hp_fighter_shield_special_1, HpShield01 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> For the goods.ini: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> [Good nickname = predator_hull category = shiphull ship = predator price = 1500 ids_name = 0 item_icon = EQUIPMENTMODELSCOMMODITIESNN_ICONSpredator.3db [Good nickname = predator_package category = ship hull = predator_hull addon = ge_s_tractor_01, internal, 1 addon = ge_gf6_engine_01, internal, 1 ; Eagle Engine addon = ge_fighter6_power01, internal, 1 ; Eagle Power Generator addon = ge_s_scanner_01, internal, 1 ; Standard Scanner addon = shield01_mark08_lf, HpShield01, 1 ; Adv. Protector L. F. Shield (Graviton Class 8) addon = ge_s_thruster_01, HpThruster01, 1 ; Standard Thruster addon = ge_s_cm_02, HpCM01, 1 ; Imp. Countermeasure Dropper addon = mine01_mark05, HpMine01, 1 ; Screamer Mine Dropper addon = contrail01, HpContrail01, 1 ; Contrail <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> For market_ships.ini: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> [BaseGood base = St01_02_base marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1 marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1 marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1 marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1 marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1 marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1 marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1 marketgood = le_package, 2, -1, 0, 0, 1, 1, 1 marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1 marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1 marketgood = be_package, 8, -1, 0, 0, 1, 1, 1 marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1 marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1 marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1 marketgood = re_package, 22, -1, 0, 0, 1, 1, 1 marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1 marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1 marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1 marketgood = oe_package, 16, -1, 1, 1, 0, 1, 1 marketgood = predator_package, 1, -1, 1, 1, 0, 1, 1 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2>

  • Something wrong there <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Delete this line from your shiparch: Cockpitmeshint_brightnesshead_turnCockpitCameraTurretCameratetheryaw_rotate_speedpitch_rotate_speedaccel_speedcockpitscorsairmodelsco_cockpit.cmp EDIT: Damn capital P smilies <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - devineman on 3/21/2005 7:17:02 AM

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