Posts by SlugwormX

    Well, nice argument people....... A couple of recent findings show how much we really dont know about the universe...... The speed of light is <i>probably </i> variable.... (either that or electron mass is variable, take your pick......University of Queensland study I think) We still dont really know what gravity is caused / created by....... Most of the mass of the universe is created from supposed dark matter which makes up 60-70% of the universes mass, though we cant even prove it exists yet (so those astronomers of old really did know what they were talking about when they talked of ether)............Apparantly it solves a number of Astronomical Equations, but since we dont actually know this stuff exists, how happy do you suppose an Astronomer would be using it in his / her equations....(Researcher: It doesnt add up boss!.....Boss: Just add what you need over here and call it Dark Matter......) At the end of the day I am always impressed with what we dont actually know......and when someone jumps on his high horse stating that this is SO, because my professor at so and so university says it is so, gets me to laughing actually. How can anyone say that there are no large wormholes out there. Thats sort of like saying that computers will only ever need 640kb of ram (Bill Gates, if you didnt know). Until we can honestly go out to one of these singularies / events / things, move into it, examine it, pull it to bits, put it back together again, and KNOW how it works, how can onyone have the audacity to state that &quot;so and so doesnt exist&quot;. Sorry, but maybe a couple of hundred years down the track will things be at this stage (if then). The discussion is good tho, as it keeps the mind active. Keep it up, but dont get all high and mighty about things that which we really have only an inkling that they <i>possibly </i> exist......... Universal deflator signing off.......... LURK, Lurk, lurk.......

    Hi, misc_equip.ini Each craft has there own power plant. Adjust the Capacity = and Charge_rate = figures. You can also adjust the thruster (afterburner) &quot;on time&quot; and recharge rate. Hope that helps. LURK, Lurk, lurk.......

    Hi, Try adjusting the amount of angular torque upwards, and the angular drag downwards. Garanteed to give you a quicker turning ship. A ratio of 1.8 (ang torque / Ang Drag) gives quite a maneuverable ship. Good luck LURK, Lurk, lurk.......

    Hi, You have to edit shiparch.ini (once it is decrypted). Find your ship, then find the lines that look like this: hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02 copy and paste it above itself then change it to the following: hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02 This will mean, in this example, that your gun mounts HpWeapon01 and 02 will allow Level 10 weapons to be fitted. Good luck. LURK, Lurk, lurk.......

    CW: Yeah, I know....call it underspace drag, a term I read in a novel once. It affected ships in the same way. Anyway, do you think this game relates in ANYWAY to Newtonian Physics???? Well, it acheives the result I am looking for, with different engines having fixed characteristics, creating different speeds when fitted to different ships. And on to the next question, Yes Guns, Missiles, Missile LAunchers etc all have the ability to take up cargo space. It is set by the volume = x line in the inis. A volume of 2 equates to 2 cargo space units. When you go to add engines and such the little cargo bar highlights yellow indicating how much space the item will take. It also gives a message that this item will not fit in the cargo bay. This is so OBVIOUSLY a feature that Microshaft decided in their infinite stupidity to remove. Nuff said.... Now onto the other items that microweenie decided to remove. Incidentally, I am having more fun adding stuff into the game than actually playing it....Hmmmm, wierd........ LURK, Lurk, lurk....... Addendum: Will try with missiles and such tonight I think.... I will also reduce there costs, as it is a weenie bit prohibitive at the moment. Now that I have missile launchers that can be fitted to the gun slots and the torpedo slots, I can keep my precious gun slots open, and load up with missiles. Since I have recharging shields on the AI the Eraser missiles are quite handy. Anyone found that if you shoot a lane gate you can interupt the lane, the same as the hackers can. Happened to me once, and I havnt tried it again. Might only be with Energy weapons like the debilitator. Accidentally took three ships out of lane travel. Whoops.. Edited by - Slugworm on 03-04-2003 09:54:28

    Hooray, I found a way to balance the engine / powerplant problem I have been thinking about. That is, having an extremely large engine and powerplant in a small fighter. The max speed I arranged for my engine varied from 70 odd to 106. The ships themselves had various speeds with the different sized engines due to their drag coefficient. This meant almost every craft has a slightly diffeent speed. I ran into a balance issue with this tho due to me being able to buy the biggest engine, and the biggest powerplant and fit them to a fighter and be just about unbeatable. However, I balanced this, I hope, by changing the volume of the engine and also its power consumption. Now the little fighters cannot take both a big engine and a big powerplant. And as the engine draws a lot o power, the player has to balance whether he wants major speed but energy to bleed off exceptionally fast in a fight, as the engines, shields and lasers all use the same power source. Its a balance of speed versus power capability versus cargo carrying capability. The small engines only take up 2 units or so (as do the powerplant, scanner, tractor etc) so with smaller engines you have more cargo space. However, the biggest powerplant and engine are 40 each. There are six engines and six powerplants so far. Absolutley nothing UBER. I like a challenge. Oh, the big boys are worth 2mil each. And joy of joys, I figured out those infocard thingies! Probably been done, but hey, I am happy with the results. Now on to testing.... LURK, Lurk, lurk.......

    Hmm, seems we are doing the same thing. Myself, albeit rather slowly. So far have played with: Scanners, Tractors, Speeds, Weapons, Armour, Missiles, Mines, Ship default loadouts, and shields. Adding in buyable Engines, Powerplants, Scanners and Tractors. I did not like the space shhot-em-up that freelancer was, and have stated this before, so I have spent 3 times as long editing as I have playing. Hmmm, now if I could just figure out those infocards..... LURK, Lurk, lurk.......

    Hmmm, Something interesting.... I changed the Missile Gun to hp_gun_type = hp_missile_special_1 Then, on the Anubis, which has those lovely unused Torpedo Slots, added the following lines to the Shiparch.ini hp_type = hp_missile_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03 hp_type = hp_missile_special_3, HpTorpedo01, HpTorpedo02, HpTorpedo03 hp_type = hp_missile_special_4, HpTorpedo01, HpTorpedo02, HpTorpedo03 hp_type = hp_missile_special_5, HpTorpedo01, HpTorpedo02, HpTorpedo03 hp_type = hp_missile_special_7, HpTorpedo01, HpTorpedo02, HpTorpedo03 hp_type = hp_missile_special_9, HpTorpedo01, HpTorpedo02, HpTorpedo03 Now, it seems this allows me to fit either cruise disrupters, torpedoes, or missiles to the torpedo slots. However, it still allows me to fit the missiles to the gun slots as well, even tho they are now id´d differently. Dunno how, bu t COOL! The missiles are fired by the torpedo button as well. Lurker Out.... LURK, Lurk, lurk.......

    Yep, I had tons of dosh too. Jumped straight to level 31 I think. Surprise! Hummppphhhh, now wheres the challenge. Oh, it would seem that levelling stops at 38 as well, not that it means anything anymore..... LURK, Lurk, lurk.......

    Hey all, I have waited for this game since the end of Privateer 2: The Darkening. Gotta say, really disappointed. Finished the main quest, what do I do? I have a nice ship (Anubis Elite II, 10 L9 Main guns, 1 L9 Turret, Max Speed 69, Advanced Thruster Top Speed 260 odd, Three Missile Launcher / Torpedo / Cruise Disrupter Slots, 90 Cargo)(I balanced the ships in the game with various speeds, armour, shields, guns, cargo, imp missile speeds, imp mine hunt times etc). In case you are wondering, the Sabre and Titan can still kill my ship quicker than you can say.... The devs promised us 3000 odd missions; as far as I can work out there are 4 types of missions! 3000/4 missions. 750 missions of the same type! Yep, now there´s variety! Just to amplify: Kill guy, Kill guys, Kill guys cargo, Kill guys base. Talk about original!????! Privateer had a lot more in the way of mission structure and availability. The lack of a dynamic economy is very disturbing. Want to earn loads of dosh, just find a well paying run and go backwards and forwards, backwards and forwards.... you will find yurself drowning in credits. Hmmm, now what to do with those credits. Nothing! Once you have the biggest ship you want, you are sentenced to do two things: Explore a non-dynamic universe with no other interesting missions, or Restart the game to follow the same well worn path. What ever happened to ship add ons? If you look in some of the ini´s, there are a lot of components that are not used / removed from the game. Engine coolers, cloak devices, more commodities, scanners,etc etc. None are in the game. I wonder what happened to the vision of the game after Chris left...or Microsoft took over. Seems they dumbed down the game for the masses. Ah well, maybe the moders can fix up this mess. Again. And again. Until X2 then...... LURK, Lurk, lurk.......

    Hi all, Been lurking around here for a while picking up info. Good proggy to view ships´ hardpoints etc is UTF Edit. Allows you to view and edit hardpoints etc on ships models. Saves having guns poking out of the engine, nav lights and contrail areas, wot! Sheild and gun power + recharge time is set for each craft in misc_equip.ini. So far I have modded all fighters and tranports the player can buy to make it harder but fairer. As people have said, the game makes no sense. Liberty would have been steam rolled by anyone if it came to a war! I figured, Liberty = all rounders, Kusari = Speedy, Rheinland = GUNS, and Bretonian = Armour. The pirates are speedy, the corsairs less so. All ships shields (that I have encoutered so far!) recharge. Also if you bump into things everyone gets some damage. Just had to tweak that down after testing out those explosive clouds. Damned dangerous! Keep up the good work all. Lurker Out... LURK, Lurk, lurk.......

    Same here, have been drooling over X2 for about 1/4 the time I have been drooling over Freelancer! The factories are back, bigger than ever. It´s new name is X2: The Threat. Link-a-rooney: http://www.egosoft.com Smaller community than Freelancer, but still a lot of lurkers.... Oh, the new freighter that are in game can be outfitted with turreted guns and turned into destroyer type thingies. You can also have hundreds of fighters, all autopiloted, following you around (Not my cup of tea, but thats what makes games like this and Freelancer the best, freeform). Due out later this year. Lots of other features. Cant remember them all, so take a look if you are interested.

    Hi all, I think that those are all the same missile type, all fired by the same fighter. Bear with me here....I think that the NN of this fighter is doing lateral thrust maneuvers, with the variances of some of the angles of the missile trails, in the vertical axis, due to the change in aim point of the fighter pilot. They all appear to be DF´s as well. (Could be a second and third fighter out there, if lateral thrusting is not in the game) As to whether a fighter should take down a cap ship, no way! What would be the use of Cap Ships then.... Also, for advanced missile tactics, wouldnt it be good to be able to dog-leg missiles for a pincer attack. Aim left fire, aim right fire, and two FF (those who played Wing Commander will know what I mean) missiles will attack the target from two angles, confusing, or limiting the options of the NN. My two cents.... LURK, Lurk, lurk....... Edited by - Slugworm on 19-02-2002 12:26:01

    Yep, you got it! Gonna cry into my watered down coke....sniff..... Then pull out the Tachyon Cannon (TM) looking for TLR moderators <img src=smilies/icon_smile_evil.gif width=15 height=15 border=0 align=middle> , finds Moderator, pulls trigger only to find another bugs that blows up gun when trigger pulled while ship docked at intergalactic McDonalds. Walks away smoking, fuming to self about Beta testers and..... blah blah blah blah blah blah blah blah blah blah Make mine a Mass Driver.

    I still think that they should allow Australians to participate in Beta testing. I tried for a couple of games, but they were only open to US citizens....... In this day of modern communications, you dont have to be face to face to say the game dies when you do this... Of course, if the game straight outta tha box does crash, we all know where to come don´t we.... <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Make mine a Mass Driver.