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Chips

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1

Wednesday, October 5th 2005, 12:46am

The draw limit being like planets that disappear at 250k right? Or stars (never tried it to be honest, so I be guessing!!). Ever thought of continuing to look to see if you can find the size of systems on the map in there too? If you could, I am sure many mods would benefit greatly from it, and its always good to have a target to search for <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

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2

Wednesday, October 5th 2005, 1:53am

Ooh, good catch <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Louva will be pleased- it means making BIG Systems can finally be done.
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FriendlyFire

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3

Wednesday, October 5th 2005, 12:50pm

@Chips : Yep. It will make Planets and Suns show up after 250k. The bigger you put instead, the further you will be able to see. And about your System map, what do you mean?? I always thought that &quot;NavMapScale = #&quot; was enough to make big system

Chips

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4

Wednesday, October 5th 2005, 1:05pm

You can make huge systems, but you may not see the items in the system because the navmap only focusses on say 200k squared of it. Anything outside of that is not seen on nav map, therefore not selectable by that method. I have no clue as to whether its possible to change it, I don´t know anything about fiddling with those files <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>

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5

Wednesday, October 5th 2005, 1:39pm

That´s what I said. Add NavMapScale = # to your system´s INI entry to rescale the nav map. 0.1 makes the map cover 10 times more space!

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6

Wednesday, October 5th 2005, 2:48pm

Making a big navmap is easy. Stopping you from exploding 1000k out is not. <A href=´http://raflce.proboards49.com´ Target=_Blank><img src=´http://x2.putfile.com/8/23412562373.png ´></a> <A href=´http://s12.invisionfree.com/FLCE´ Target=_Blank>FL:CE Mod Team Leader</a>

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7

Friday, October 7th 2005, 11:03am

Great job! /bow EDIT: OMFG! Jupiter from 300k away and I can see all the moons and the rings! Edited by - Mephistopheles on 10/7/2005 10:18:56 AM
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Louva-Deus

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8

Monday, October 10th 2005, 3:08pm

For those unfamiliar with hex editing this is what you change: 0024 7448 (this is the original code) overwrite with: 0024 7449 (this is the new code) I´m glad someone found some free time in order to look into this. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> @Argh - you should check your WOS mod with this.. you may be surprised about dissapearing surfaces.
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FriendlyFire

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9

Tuesday, October 11th 2005, 6:45am

@Mephisto : True I forgot to tell it also ups the draw limit of rings, nebulae and asteroid fields!

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10

Tuesday, October 11th 2005, 8:18am

Just to warn you all, the system size is still limited by the &quot;death box&quot; of sorts on servers. If you go out farther than about 750, you will explode. Not to mention that near that point you experience quite a bit of shaking.

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11

Tuesday, October 11th 2005, 8:26am

&quot;quite a bit&quot; lol - its no wonder your ship explodes - the parts are trying to fly apart hehe
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Alcander

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12

Tuesday, October 11th 2005, 11:45am

Nice catch. Louva sent me an email on this one. Too bad I didn´t think to search for a float of 250000 or we´d of found it sooner. I was experiencing graphics clipping at only 243K so I thought it must have been some odd number. Nice find though. Great job guys!

FriendlyFire

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13

Tuesday, October 11th 2005, 3:14pm

@Alcander : That might be in your option settings... I guess there is one option which lowers the draw distance by a certain %.

Preacher0815

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14

Tuesday, October 11th 2005, 4:57pm

Would it be possible to remove the &quot;death box&quot; using the same method?
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FriendlyFire

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15

Tuesday, October 11th 2005, 7:12pm

Problem is : We do not know the exact value of the &quot;death box&quot; &quot;kill zone&quot; or whatever you want to call it. I made many tests, but they all ended up with fairly unprecise values, and none of the logical values worked (768 000 for example, or 750 000) But I am not ever sure if that could be removed using the same technique. We´d have to find out.

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