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tredisonent

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81

Saturday, February 21st 2004, 8:54am

Hi, played RealSpace for the first time last night. I like the looks of it a lot! Much better than the original! And you´re definitely on the same track as I am with gamepley. I changed a couple of the same things in the regular game and found it to play much sweeter. Mind if I share notes? <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I did the faster ships for all by level/class thing, but I also differentiated by type- Civ vs Mil. Civ ships are always slower than military built ships in my &quot;mod&quot;, with the fastest doing 120 vs most fighters 140 base (the desc of the civ ships is that of &quot;workhorses&quot;, not &quot;racehorses&quot;, and they do all have bigger cargo caps). Freighters are slower (60-80), except the pirate freighter which can do 90. Gunboats got slowed down a bit (60-70), but the slowest cap ships got sped up a tad (30-40). The heavy fighters got speeds of anywhere from 100 (civ BH) to 140 (Anubis), depending on their make/mass. I did not change thruster speeds at all. As thrusters seem to almost double your speed, it seemed to play great with the Starflier doing 240 under thruster, the very heavy fighters doing 220 or so, regular fighters doing 260 - 280, and the nomads smoking along at almost 300 <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> The gameplay in all battles seemed to be more exciting and varied- no two ships flying exactly the same. I absolutely made faster MISSILES ( I think I set the acceleration to 120 for the regulars and 150 for the seekers) and it worked like a champ to spice up the battles! They actually launch forward of your ship, curve toward your target, and try to hit it just like a good little missile should <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> The regulars can get evaded with hard manuevers and afterburner (cool to watch the NPC do that in front of you), and you use countermeasures all the time in a fight, not just when a cruise disruptor is launched lol. All I did then (besides remove all level requirements) was turn up the difficulty to 1.5, so that everyone was flying real ships and using real guns. Even the light Patriot fighters in one of the the later missions were able to slam my Hammerhead´s level 7 Protector shield down to where I had to use shield batteries more than once. And I had to use missiles to catch the racy little b*stards or hit them on their head on runs lol. And the heavier battles- lets just say I had to fill up on nanobots after a lot of the later missions. It really felt like good gamepley <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I will keep trying your mod, but I have to tell you, I did quit after not being able to destroy either one of a pair of rogues with the starting ship after a full 10 min fight. I am going to see how hard it is to try NO batteries or nanobots, instead speeding up shield regen by a bunch and maybe increasing hull strength a bit for the lighter ships. It seems to me that shield batteries and nanobots might be the problem to balancing battle situations, not the solution. They always seemed like kind of a cheap way out, if you know what I mean. Any comments (or suggestions on how to implement the no batt/bot idea <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>, please feel free to comment! I´m up for anything that makes FL more fun <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> And I´ll post more comments on your mod as time goes on. Again, kudos on the graphics work!
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tredisonent

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82

Saturday, February 21st 2004, 9:25am

Oh and I will totally skip the smileys in the future, they look stoopid on this board....
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tredisonent

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83

Saturday, February 21st 2004, 9:35pm

Oopsie docking with Detroit Munitions- you get smashed into it over and over, and never dock. Did it three times just approaching and hitting F3. One time it did open the bay and let me in, then I got pingponged inside the bay lol. Hmm, lots of comments about the lighting of stations etc. Any way to put *light sources* on the stations´ dark sides? or on objects that stay very near the station to light it? I was just thinking the docking ports would probably be lit up to show the numbers. Still checking the game out on hard, it´s still hard to kill enemies with my wussy weapons. Do you want to check out the weapon_equip.ini I modified to speed up the missiles? Very small change, you just have to change the base missile motor for each class, and leave the missle motor stats for the guns alone. Gotta love MS, using variations on missile motors for guns lol.... I´ll be glad to send you that, or the engine_equip.ini I modified for ship speeds. I think I went more in depth than you did with your speed changes, and if you like it, feel free to use it.
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tredisonent

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84

Saturday, February 21st 2004, 10:39pm

Oops, after deactivating Real Space and activating Real Space Lite, I get the following error when selecting System Lighting option upon activation: Error: FLMM has determined that ´Real Space Lite : v1.0´ won´t properly activate. Error: Unable to find dest ´equip = SlowXLargeRed, HpGreenLight01´(...) in ´C:Program FilesMicrosoft GamesFreelancerdatasolarloadouts.ini´ Mod works fine if I leave the system lighting option disabled. Latest FLMM ver, just used the Get New Version option yesterday.
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tredisonent

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85

Saturday, February 21st 2004, 11:17pm

Fixed- RS Lite now loads completely. Done by deactivating the mods I was using (pathfinding, SPonly 1.1, RSLite, No Starting Vids) and reinstalling the FL SDK from EOE, then reactivating the mods. I´d just installed it earlier today tho, dunno where the oopsie happened. The lighting isn´t the only oopsie- when I tried to play without the system lighting before the fix, my ships had no equipment, not even engine, and I didnt get any starting creds. So there definitely was some file goofage going on, and I didn´t edit anything at all today- just installed SDK and RS Lite, then deactivated RS full and activated RS lite. Maybe I should have deactivated RS full first, then installed RS Lite?
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Louva-Deus

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86

Monday, February 23rd 2004, 9:51am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>All I did then ... was turn up the difficulty to 1.5, so that everyone was flying real ships and using real guns. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I´m curious what you are referring to in that sentence. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>I will keep trying your mod, but I have to tell you, I did quit after not being able to destroy either one of a pair of rogues with the starting ship after a full 10 min fight. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> This mod should probably be rated for pilots(players) of moderate or better flying skills because it is harder to play but far from impossible. Taking myself as an example even on the hardest setting I have very little problem progressing through the game. The more advanced players should enjoy this since it brings more of a challenge. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Oopsie docking with Detroit Munitions- you get smashed into it over and over, and never dock. Did it three times just approaching and hitting F3. One time it did open the bay and let me in, then I got pingponged inside the bay lol. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> There shouldn´t be any problems with docking unless you are trying to dock from a weird angle or when you are too close to the station. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Any way to put *light sources* on the stations´ dark sides? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> That would negate the point of the mod. There are dark sides because there is no lightsource(sun) shining on them from the other side. As for the last problem you should probably reinstall the entire game since the sdk does not fix problems outside of the ini files and its not a garuntee when you run many different mods.
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Visconti

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87

Friday, March 5th 2004, 11:51am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> actually the hubble telescope pictures of the nebula are really something everyone should take a look at, these are some of the most beautiful pictures of space ever seen. while not taken from deep space, they are looking through deep space from earths orbit. will post a link shortly. and if you wanted to compare those pictures to freelancer with and without realspace mod i think you would see a closer match with the realspace mod. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> *errmm trying very hard not to flame Dude! those pictures are touched up, I don´t think they actually have any colors in the original photos. Some more, they´re many times not the pictures of the visible spectrum. Ie. this is a picture of the gamma ray, x -ray or stuff like that. You don´t see them. Real space is a very dark place... don´t play games too much that´s why <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> p.s America needs a better education system -_- Edited by - Visconti on 3/5/2004 11:54:02 AM
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Louva-Deus

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88

Friday, March 5th 2004, 11:50pm

Space is a scary place <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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Intrepidus

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89

Wednesday, March 17th 2004, 2:26pm

Just for curiousity´s sake, do you have a link to just the cosmetic effects of the mod? I want to see your new lighting/planet effects and the like, but I don´t want anything touching my ships or changing them.
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Louva-Deus

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90

Wednesday, March 17th 2004, 2:43pm

Grab the Lite version.
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TommY_4_life

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91

Monday, March 22nd 2004, 10:38am

Wow this really looks amazing, good job...but can u tweak the gameplay a little too, i think that is the primary thing freelancer is missing, it should be a bit more like privateer 1+2 TommY out Movin´ in for the kill
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darksabre

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92

Friday, April 2nd 2004, 4:48pm

Sounds really good!!!
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Lord Stumpy

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93

Tuesday, June 1st 2004, 10:47pm

While I mostly play Freelancer with this mod. (It´s one of the best) and have a question. Another Mod I like is the Additional Menu Options from StarfyreStudios. I would like to be able to run it with this mod but FLMM gives a red flag on it. Can the Mod be made to be compatable with the AMO from StarfyreStudios (or include it in the Mod)? http://www.lancersreactor.org/t/download/download.asp?id=718
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steelmouse387

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94

Sunday, July 18th 2004, 5:17pm

Hey So I read all the postings and no-one else seems to be having the problem that I am. The mod won´t work. I´m running freelancer v1.0 with no other mods, and after installing realspace 2.2 and running FL, I see no difference. I repeated several times, but still nothing. Any ideas? A
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Louva-Deus

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95

Thursday, July 22nd 2004, 11:14am

You have to activate the mod for it to show up.
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Guy-

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96

Saturday, July 31st 2004, 3:07am

Talking about realism... There are some things I dislike about most space-based computer games (and movies, for that matter). Most of them are related to atmospheric and/or gravitational thinking. One of them is the notion of &quot;max speed&quot;, and that spacecraft slows to a halt when you stop the engines. This is completely unrealistic. You only need the engines to accelerate _and_ to decelerate, not to keep your speed up. So, as long as your engines are on, you should keep accelerating, but it would take a similar amount of time to slow down again. There should be no &quot;max speed&quot;. Because there is no atmosphere, you can´t really make turns. You can change the direction the ship faces, but it will still go in almost the same direction it did before. The only way to do away with momentum that points in direction x is to decelerate, using your engines. Adding momentum in direction y will alter your course, but it won´t make you turn. (Airplanes can only turn because they exploit the friction of the atmosphere.) All in all, space is not a place for dogfights (or you need very powerful engines and a sophisticated thrust control system). I´m not sure a big difference in maneuverability of ship classes is justified, from a realistic point of view. If a bigger ship has bigger engines (with the progression being linear), it has the same maneuverability. No atmosphere, remember? What I especially dislike about Freelancer is that it completely fails to give the illusion of space because it has well-defined ´up´ and ´down´ directions, to the point of your ship ´righting itself´ if you don´t touch the controls. Also, most (if not all) objects in a system tend to be roughly on the same plane. (It´s also stupid that planets don´t move or rotate, but I guess there is no chance of fixing that.) Gravity is largely missing - when you´re near a big mass, you should drift towards it (it gives you an acceleration that points to its center of mass; the effect would be negligible when you´re far from the mass, but still there). Laser-based weapons should have an ´infinite´ projectile speed. Because there are no practical limits to how much you can accelerate, a really fast-moving ship could outrun most projectiles fired from slower moving ships. However, the starting velocity of projectiles should include the magnitude _and_ direction of the velocity of the ship firing them - so if a ship goes at 200 units, a torpedo it fires would also start going at 200 units and accelerate from there. If a ship moves forward at constant speed, then projectiles fired from it in any direction should &quot;move with it&quot; - i.e. the ship shouldn´t overtake shots fired ´upwards´, there is no reason for them to curve away from you because there is no atmosphere, remember? I guess you get the picture. Is there a mod that addresses some of these issues?
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