Kick ass new space sim being developed by Chris roberts. Perhaps you guys can make a new portal post about it?
Posts by sabreman
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Lordadmiral Drake.... THAT IS EXACTLY IT. Thank you kind sir, may I please have the download link?
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I'll look in the just for fun mod, and if you can, could you please give me a download link for the APS shippack? Also, these ships were purely custom.
Edit: Nope, not in the Just for fun mod.
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Edit: We found the ship pack, it called the APS Shippack, version 1.0 can be found Here, and 2.1 can be found Here. Thanks a lot for all your guy's help, I know my description wast the best (or even close to the best) but you guys managed to find it. All in all this community is great, and I really appreciate the fact that you took the time out of your lives to help another fellow freelancer.
Edit2: It appears the v1 is the correct one, however v2.1 doesn't have the ships I was looking for (probably misnamed). Open em up and you'll see what I mean.
I'm looking for a specific ship pack, unfortunately, I fear that this is fruitless because seeing as the last time i used it was 3 years ago, I really don't remember anything specific about it. However, here is a short list of the things that I can actually remember and that might help you guys find this pack:
-It had 3 ships (heavy fighter, light fighter, and perhaps a very heavy fighter)
-The ships had the same theme to them, where the cockpit was in the body, which looked like a squashed cylinder on it's side.
-the cockpit was green, and it had the Rihland engine effect.
-all three ships had a very angular wind design, from what I remember (could be wrong) one of them looked like an X form the front.
-For some reason, I have a feeling that their names had something to do with insects (aka hornet), although once agian I could be wrong.
-Finaly, I believe one of the ships was being sold at Kyoto and another at Pittsburg, however I might have put them there myself.If I remember anything else, I'll update the op with it. Also If it helps, I already went through all of the the ships on this site and glanced at the mods on ModDB. Thank you for your help.
-Sabreman
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I cant believe this thread is still alive.... This miracle can only mean one thing:
Chuck Norris wakes up at 2am every afternoon.
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Ok here we go,
For your first problem find this line in the missile ammo entry: seeker_fov_deg = xx, change xx to 360.The second part is a bit more interesting because as far as I know, a missile only looses tracking on the target if it has turn faster then this line allows: max_angular_velocity = 2.90333. I'm pretty sure that number stands for degrees/second, however I could be wrong. I can tell you that by changing it to something like 20, it wont ever loose tracking and will preform some very tight turns. I also know that there seemed to be a hard coded limit for this, because no mater what number I entered, it never seemed to go over a max of about 25-30 degrees.
Sabreman
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I know what your talking about, and am pretty sure what you need to do, but as I posted somewhere else today, I haven't played fl for a year. So, in about a day or so after I get it all set up again, I'll be sure to get back to you.
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I'm pretty sure I know what your talking about, but since i'ts been about one year since I've played freelancer, i'll need a day or to to get everything reinstalled and set up again then I'll get back to you with an answer.
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Wow, just wow.... Those was probably the coolest things i have seen in a long time. If this is whats happening now, just imagine 2050.... This is definitely a good time to be young (no offence to some of the more senior members of tlr).
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just use a proxy. When you use a proxy, you pretty much use someone else's internet connection to serf the web. Since new ones are constantly popping up and being blocked i can't name a spesific one here (might not work at school). To find one all you have to do is google "proxy", and eventually (around page 10 or so) you'll get an unblocked proxy. All you have to do then is follow the instructions on the page.
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I was wondering the other day, Is it possible to chat with the universe if your not an admin?
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Modding Freelancer is pretty straight forward. Basically all you need is:
Freelancer sdk
Freelancer error cheker
Freelancer explorer
and your imagination!
I wont go into any actual details on how to mod here since the ini files are pretty easy to read but if you do need detailed help, just go to the tutorials section of this forum. -
I'm not saying to use this w/ the actual mod, this is just a way to prove that disabling the power plant will stop you from moving if your engines require power to function.
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Come one come all, let the tlr community see your good and not so good Chuck Norris facts.
I'll start us off:
If you have five dollars and Chuck Norris has two dollars, Chuck Norris has more money than you. Period.
Chuck Norris once shot down a German fighter plane by pointing his finger at it and saying "pow".
Chuck Norris doesn't do push-ups, he pushes the Earth down.
What's the last thing going through someones mind before Chuck Norris kills them? His boot.
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Now I'm not very big on pep talks but come on people, there must be a way to do this. The freelancer community has broken down walls that were much higher and stronger then this before (take .ale editing for instance). As far as the ship shaking, that's because the power plant is constantly recharging. Just do this: make a power plant w/ no recharge rate and give your engines a high energy consumption. If all goes well, after a bit of flight your ship won't move. And one more though: the tractor beam effect is just that an effect. So shouldn't it have or be in an .ale file? And if it is, it should be easy enough to convert it into a weapon effect. Now I would try to do this, but I'm not an expert in .ale editing even by a long shot. Anyway if anyone gets any headway on this please post your progress here because it would be a shame to see an idea like this die off.
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These are the lines you want to change:
seeker_range = 1000 How far away does the target have to be in order for the missile to lock on (in meters).
seeker_fov_deg = 25 The angle at witch the missile will seek the target. Ex: setting it to 180 will mean it will seek a target all the way to your right or left, while setting it to 360 means it will seek a target no matter wear it is.
max_angular_velocity = 2 This is the important one, i'm not exactly sure what this means, but i think it's the maximum turn angle. All i know for sure is setting it to 90 will allow the missile to make any turn.accel = 25.000000 Make sure this value under the engine section isn't to high, otherwise the missile will never make the turn, no matter what you set the above value to (in k/s).
And finally:
lifetime = 12.500000 This determines how far the missile flies before it dissapears (in kilometers). -
Ok, so now that we have pretty much solved the first two problems lets focus on the last one. So far I have managed to give a torpedo the look, speed and engine of a Starflier. However, I'm still stuck on the weapons. The hardpoints are there, but I have no idea how to mount weapons or shields on it. After we figure this out, all we would have to do is assign the players faction to the torpedo when you by it (probably another flhook thing), and only make it available for battleships.
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I think this will work: Goto the engines_equip.ini and to any engine you want. Now just change the power usage number. Try it out.
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1) I know that the regenerative hulls thing can be done since the shattered worlds mod has (It says so here, just scroll down a bit.) I just want to know how to do it. I am currently in the process of making my own mod, and considering the fact that the Nomads are an advanced alien race, I figured that the need to have regenerative hulls and no shield batts or nanos.
2) Now the mortar thing, I'm not so sure about. What I want here is a missile/energy projectile that has a fixed weapon hardpoint facing up (I know how to do this). When this is fired the projectile goes up at an angle, arcs down, and boom, death from above. I'm not exactly sure were to put this in the game, or weather it will actually be useful, but I will figure it out if this can be done.
3) This is the hardest one, and probably will take some heavy hex editing, but I'm up for it. What I need here is pretty much a torpedo that has hardpoints and weapons mounted. This torpedo will fire on and follow only targets that are hostile with the player. Now, these can be in the shape of ships like the starflyer and have multiple weapons if your fling a battleship, or just a regular torpedo with one gun on it, for bombers. I know that this porbablly isn't possible, but any help or information on this will be useful to me.
Thanks in advance.Sabreman
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Thanks, and no, I don't have that much time on my hands...yet.