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harrier

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21

Tuesday, May 25th 2004, 7:18pm

Hmm... Found a problem, I was on one of the servers last night and discovered a problem, (after some questions by the server op to players), the server crashed as one of the players was trying to use the Jump gate from Sigma 19 to Honshu. As soon as we can sort out how to replace the file easily we will release a patch. It is only one file and I have tested it on my server before, (crash on mine too), and after I fixed 2 lines of incompatible code...... The easiest fix for the moment is to simply not use the gate.. I can make the file available with clear instructions for its installation... for any who need it. We will try to set up a point where the file can be downloaded easily, if needed I can be contacted by email. I will keep you updated as to progress. Harrier. <img src=´http://members.optusnet.com.au/~audioele/mypic102.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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22

Tuesday, May 25th 2004, 11:30pm

Guys got a real weird prob 1 of the players on my server cant by any ships every time he dose it kickes him he is the only one with said prob and whats even stranger is he can by ships on the other 2 servers running your mod any ideas would b nice a soultion would b even better!!!! Have A Great Day
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parabolix

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23

Wednesday, May 26th 2004, 4:47pm

if you and he have different files at all then it will crash him....

harrier

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24

Wednesday, May 26th 2004, 6:42pm

&gt;Hello all&lt; The fix for the cause of the crash in the Epsilon Mod when selecting or using the gate between Sigma19 and Honshu (both ways), is very straight forward and should be able to be acheived by almost anyone. I will try to do all the steps here so its easy to follow. NOTE: *BEFORE YOU START* - DISABLE EPSILON MOD 2.6.9 IN FREELANCER MOD MANAGER (FLMM) 1. Open either Windows Explorer or Freelancer Mod Manager (Menu - Tools - Open mods folder) 2. Find: C:Program FilesFreelancer Mod ManagermodsEpsilon_V269 3. Open Epsilon_V269 and find the DATA files: C:Program FilesFreelancer Mod ManagermodsEpsilon_V269DATAUNIVERSEsystemsKU01KU01.ini 4. Open KU01.ini in notepad or wordpad (or any ini editor) 5. scroll down, (it´s in the top section of the file), until you find the following entry: [Object ;&lt;---------------- remember there will be a closed bracket this end nickname = Ku04_to_Bw07 ids_name = 260722 pos = 86914, 0, -19660 rotate = 0, 105, 0 archetype = jumpgate msg_id_prefix = gcs_refer_system_Bw07 jump_effect = f_kusari_jump ids_info = 66145 reputation = ku_p_grp behavior = NOTHING difficulty_level = 8 goto = Bw07, Bw07_to_Ku04, f_kusari_jump loadout = jumpgate_ku_02 pilot = pilot_solar_easiest 6. look for these two entries: jump_effect = f_kusari_jump (and a little lower) goto = Bw07, Bw07_to_Ku04, f_kusari_jump 7. replace: jump_effect = f_kusari_jump WITH THE FOLLOWING EXACTLY: jump_effect = jump_effect_bretonia 8. When done your entry should then look like this: [Object ;;&lt;&lt;------------ REMEMBER THAT THERE MUST BE A CLOSED BRACKET ---- * nickname = Ku04_to_Bw07 ids_name = 260722 pos = 86914, 0, -19660 rotate = 0, 105, 0 archetype = jumpgate msg_id_prefix = gcs_refer_system_Bw07 jump_effect = jump_effect_bretonia ids_info = 66145 reputation = ku_p_grp behavior = NOTHING difficulty_level = 8 goto = Bw07, Bw07_to_Ku04, gate_tunnel_bretonia loadout = jumpgate_ku_02 pilot = pilot_solar_easiest * When posting the forum loses the closed bracket. 9. Save the file. 10. Re-activate the mod in Freelancer Mod Manager - you should find that the gate works just fine now. Note: to SysOP ´s any player on the server that does NOT have these files and uses the gate... will cause a server crash. We intend to fix this with a patch as soon as we can organise it.. we need to write a self extracting fix, (and I have no idea how to do that), or issue an updated mod. We are looking into the self extractor and I have a zipped corrected file for this fix that I will email with replacement instructions... To any who ask for it. Harrier. <img src=´http://members.optusnet.com.au/~audioele/mypic102.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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25

Wednesday, May 26th 2004, 7:38pm

Parabolix thanks 4 responding but I had kinda allready figured that out what I need 2 lnow is how 2 fix the prob there r currently 28 players on the server and they have no prob I have been 2 the other servers with this person and have seen the certs he flys he is a trader and he cannot by any other ship on my server this is a very weird prob and I would like to fix the prob if possable what we have done so far is delete his char twice used differant name and no luck .I even edited his char with a new ship and every time he tried 2 log in he crashed the server Like I said befor a little help would b nice a soulition would b great Have A Great Day
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Predator

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26

Thursday, May 27th 2004, 2:53am

Just a thought Drkreaper, but do you or your friend have the microsoft 1.1 patch installed on the game. If so this could be the problem as this mod does not like the microsoft patch. Hope that helps in any way :-)
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harrier

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27

Sunday, May 30th 2004, 8:59pm

back again with some news, There is an update patch available on the main page. IT IS AN ABSOLUTE NECCESSITY - that you install this patch PRIOR to joining a server game. failure to do so can cause a server crash and repeat offenders get banned After the recent success of the Epsilon mod. The next Version is already in the works. With seven servers up and running, such as : Bobways Epsilon Server Epsilon 2.6.9 (Cyborg) Server - Offical Testing Ground for 2.7 As well as..... The USA Oregon Server 2Brother Server Terminator Server The list goes on. Epsilon Version 2.7 is now in development, which is good news for its fans. The stats are under wraps at the moment, but it´s certain to contain more weapons, ships, and the completion of the factions. Kusari Nazo, Rheinland Hussars, and Borderworld Exiles will all be finished. Testing on the (Cyborg) Server will begin imediately. Harrier. <img src=´http://members.optusnet.com.au/~audioele/mypic102.jpg ´> Retreat[![! ---- I´m too badly messed up now[![! Edited by - harrier on 5/30/2004 8:05:53 PM
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DRKmatter

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28

Monday, May 31st 2004, 9:30am

Hi guys just a little note we have taken your mod off our server line up for several reasons the mod is unfinished and there is very little 2 do in the mod I had 2 add the BS/Manhattan missions server side mods just so the players could actually play the mod its self is very nice and most everything works but I noticed that the 2 patches dident even include fixes 4 the bugs I reported in this forum When u populate the new systems and add missions/commoditys we will put your mod back in line up we have taken down the Rebalance mod also and TnG will soon follow so we will b short 2 servers until we can find replacement mods 2 fill out our line up I am sorry but a vote was taken and your current mod lost out keep up the good work Ps It was nice of u 2 allow the alpha guys 2 use some of ur mod have a great day
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Nikolas

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29

Monday, May 31st 2004, 12:30pm

Hmm, it seems I cannot progress past level 1... Current Worth - 16,141 Next Level Req - 7,609 Seems like a bug? Or just something strange?
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parabolix

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30

Monday, May 31st 2004, 12:42pm

Nikolas I recommend you play the storyline before our mod, if you had played it you would know that it Level Requirement means that is how much MORE money you NEED to progress levels.

DarkDragon

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31

Tuesday, June 1st 2004, 2:12am

DRKMatter : Sorry we aint emailed you. I was trying to get in touch because im affraid your server has to be closed. You did not email to get our permission to host our work You changed our code. You were ment to MAIL us some errors but you did not. We even went on your Server asking to talk to you, but you ignored Harrier. You also say you reported bugs? if you mean SPAM our forum.. i can see your point. Sorry, and have a nice day From the Bobways and Cyborg servers - where the sun always shines.
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Veral

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32

Tuesday, June 1st 2004, 2:43am

HEY GUYS ^_^ don´t forget to visit my website... double you double you double you dot manadalore-studios dot see bee jay dot net
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harrier

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33

Tuesday, June 1st 2004, 4:33am

DRKmatter, The tone of your post both offends me and lacks facts. 1. We have received NOT ONE bug report from you even though you say you have reported them, we asked in our readme to send bug reports to any of three email addresses, either you did not read the readme or chose to ignore the contact details 2. You have not posted 4 times as you state only once. I went back through all the posts on this thread and 4 pages back on the mod thread and can only find one post by you. 3. You are running a side bs mod (not compatible), when we specifically asked not to run any other mods or side mods in conjunction. also ignored. 4. Once we had made the first patch I went to your server site, I signed in under my own name, sat in Manhattan and tried to contact the console...I was ignored. 5. You did not ask permission to put the mod on your server not even the courtesy of an email 6. Bugs reported ? what bugs reported.. we have not received one bug report from you. If they are bugs and we dont know about them.. how do we take action.. to help you out? 7. Dont do us any favours, we will ask you to remove our material from your server should you put it back up. 8. We dont want you to run our mod as you have a not reported any faults and we specifically state that you are not to run our mod a) without permission and b) with other side mods On the other hand both Bobways and (Cyborg) have been both accurate and specific with their crash reports and have been invaluable with their help and assistance in helping us locate exact areas where the mod has crashed. enabling us to: a) Find specific areas of fault thus enabling us to search the offending files for the errors.. and in all areas we have found the faults quickly. b) Update files faster and get them to the mod operators first so they can take action and minimise problems. c) Go online with one of the players and/or the Sys Ops, fly to the area and check the results ourselves. Funnily enough the players there dont seem to just sit around Manhattan in battleships waiting for something to happen.. they get out and experience the mod. I would welcome your response and just to make sure you see this I will also email this to your email address as listed in your post. Harrier <img src=´http://members.optusnet.com.au/~audioele/mypic102.jpg ´> Retreat[![! ---- I´m too badly messed up now[![! Edited by - harrier on 6/1/2004 3:37:56 AM
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34

Tuesday, June 1st 2004, 8:21am

Wow guys all this because I dident email u If u look in this forum I have 6 posts 5 under this handle &amp; 1 as darkmatter I have absoulty no prob not running your mod why u r so pissed I dont know as far as harrior loging on 2 the server and nobody responding I am sorry the mod was on the test box and has no active admin montering it and I have a busness 2 run and am ot arround execpt early in am like now (6:10 am westcoast) or after 7 pm I download and test run all mods that I think would enhanse our line up we have a lot of steady players on our servers and had 34 player accounts in 2 days I was thinking that your mod would b a great clan type mod were clans could est bases in the new systems but as I said befor the mod has nothing 2 do there r no missions in the new systems no commodies I spent a lot of time travling arround checking things out I posted a list of bugs on this forum u said to see above post I asked u about a prob I of my players was having and got several responses I said the server crashed 4 no reason and got a response it just blowes my mind how the modding comninuity goes off the deepend when somebody comments on there work esp if its critical or sugestive in content . I have played on cyborgs server he was also running the Manhatten missions mod and his server crashed 4 times during the time I was there I do not play on bobways servers ( mutch ) though he has a small loyal following that play there all the time so u should get all the feedback u need I have played on 1 other server running your mod allong with 1 other person as there was nobody else on server the others were PW locked or the ping was over 300 4 me cyborg has 1 server bobway has 2 at last count we have 5 and can add more easly all on highspeed connections with 3 t1 dsl lines at our disposal we also have well over 4000 player accounts hell we were still getting 45 hits a day on the rebalance server were I was planning 2 put your mod I am sorry that we cant worktogether and if I offended u or your team that was not my intention nor did I flame u or yours ,hope u have sucess with your mod Have A Great Day
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35

Tuesday, June 1st 2004, 9:28pm

Guys pulled up the ironcross files and harrier was on 5/28/04 at 06:41 in the am he was on 4 19 min 10 sec . As I said earlyer your mod was running on our test box and was not actively being watched If I had known that he was there I would have loved 2 talk 2 him/you I did not change your code I added the server side missions mods that is all and I told u that I did it on page ! of this forum I have 4 posts all relating 2 bugs I found and a prob I was having with a player who couldent by any ships I even told u what I had don so far 2 fix the prob parabolix responded 2 the post I havent spamed this forum or any other I have been thinking about this misunderstanding 4 most of my workday and can only hope that we can work our way through this, if not so b it I am the mod tester 4 oregon/usa servers I down load and test every mod that comes out I run Data Storm first then load up the mod on the test box then I play the mod if I like the mod I go and get our server admins and several other players that r always arround and everybody spends a few hrs playing the mod at this point the qualites of the mod r discussed if its positive I then let it run 4 a few days and see how mutch traffic it generates your mod had 34 player accounts that cleared the auto maintenance (rebalance had 174 in the same time frame) and maxed out at 832 . I personally own 3 of the oregon/usa server boxes and have invested thousands of my dollars into then as they all have p4 2.6 HT with a gig of ddr333 or better on p4p800 motherboards these boxes were custome built by darkmatter the owner of the diskspace and the guy u mistakenly flamed on your posts the reason I dident email you was because I have 2 kids a wife /mortgage &amp; rapidly growing business that takes up most of my time Have A Great Day
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harrier

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36

Wednesday, June 2nd 2004, 12:56am

DRKmatter/DrKrEaper, I was unaware of your dual personality, and I must admit that I got a bit hot under the collar. If I offended you I apologise. The team has spent almost 11 months on this making a whole host of new original models and have been trying to make this mod as good as possible.. and while I agree it has had some faults, we have been working hard to fix faults that cause the game to crash. No matter how much you test on a closed server .. and I spent almost 100 hours in there with the other team members..testing, fixing, testing etc., we still missed stuff. We have been available for operators to contact us, to try to rectify all the problems etc as quickly as we can. What more can we do? <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> OK there are no missions in the new systems but there are commodities, maybe not many but they are there and will be added to. There is a scarcity of ships in the new systems as well.. We intend to place both Freelancer ships and some Epsilon ships in there, while still maintaining a balance as much as is possible. New factions also exist in the new systems, plus some ´native´ factions have been ubered up considerably. (Try taking a run from Honshu to Akuma if the Blood Dragons dont like you.) <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> It is also possible that the mod could be used as a&quot;Clan&quot; type mod as well. missions are also to be added to the new systems as well as some planetscapes for some of the bases on planets. At least 3 more factions are now working and will be added to 2.7.. The Nazo, Hussars and the Exiles... Soon there will be no places to hide.... As to the problem with the freighter pilot, from your previous post I gather that it is an isolated problem that does not effect any other players.. if so to my mind the problem would appear to be his end.. is he trying to run another mod at the same time...? does he have remnants of other mods in Freelancer files? Does he need to unistall/reinstall Freelancer then run sdk before activating the mod? The docking problems I dont know about but I have since docked at all three without any hitches in my server.. does the problem still exist? A high ping rate I am well used to since I live in Australia and can live with it, if i get anything under about 300 I am very happy and often play at higher ping than that. I would be happy to invite both of you to my locked server (no Ioncross files) and we can try to replicate the problem there. The reason I run no Ioncross server files is I want the mod to be as clean as I can get it. I can however provide enough credits to get you well started. I am sure we can work through this and I am happy to try... I appreciate that the numbers may have been down in comparison to established mods this is our first release and we have never wavered in our intention to make a mod that was different to most others... some ppl just dont like being blasted to cinders by Rogues in level 8/9 Shrikes the first time they leave Manhattan... (Though it can come as a bit of a surprise lol <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>) I too have been thinking about this most of the day and would like to apologise to darkmatter for flaming him.. So how do we start to patch things up... I would like to if we can. Harrier. P.S. I have just seen your email so I will respond personally to that <img src=´http://members.optusnet.com.au/~audioele/mypic102.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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37

Wednesday, June 2nd 2004, 8:31am

Harrior u just made my day mutch better i will look 4 your email and will continue out discussions via the email thanks talk 2 u later Have A Great Day
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38

Wednesday, June 2nd 2004, 9:18pm

Harrier I had a long talk with darkmatter about your mod and told him what had happened being that he is extreamly cool there was no prob I dident show him the posts The reason that his name is regestered on 1 of my boxes is so I can make desisions in his name you would not believe some of the crap that goes on Anyway I am Looking foward 2 working with u and youe excellent team Have A Great Day
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39

Thursday, June 3rd 2004, 10:54am

Recently I downloaded your Epsilon Mod 2.9.6 and the patches. I have not seen much of it yet because as a singleplayer I first tried to play the storyline. Yes I know, that is not what the mod was intended for. Nevertheless I want to share with you my findings. I simply eliminated the OPENSP mod part. Up till mission 8 (with Ozu going after Tekagi&#8217;s transport) it went ok. I abandoned the storyline there because I had to give Ozu another ship to make him follow me. Maybe I&#8217;ll check out later how to continue. So now to the serious business. Restarted with the OpenSP part included. I have seen only 3 systems yet, but 38th Parallel scenery is awesome. Flying around there I made some observations. The following are suggestions and certainly not critism but an attempt to help you to enhance the mod. 1. Jumpholes In space, when targetted, the jumpholes are labelled xxxx System, sector yZ. This is valid for all jumpholes in all systems. It made me curious what was causing this. I found that restoring the original jumphole entries in the Solararch.ini solved the problem. But you are probably aware of that and there is are reasons why these changes were made, but, so far I failed to see them. In my opinion and I tested that, the jumpholes need not be converted to Jumpgates to achieve the desired jumpeffect. An restored example in Solararch.ini: [Solar nickname = jumphole_green ids_name = 60211 ids_info = 66146 type = JUMP_HOLE ;type = JUMP_GATE DA_archetype = solardockablejump_hole.3db material_library = solarSolar_mat_misc02.mat ;material_library = fxenvmapbasic.mat ;envmap_material = envmapbasic ;LODranges = 0, 8000, 12000, 18000, 22000, 50000 mass = 10000.000000 loadout = jumphole_green jump_out_hp = Hporient solar_radius = 600 shape_name = NAV_jumphole docking_sphere = jump, HpDockMountA, 150 hit_pts = 999999961690316250000000000000000000.000000 phantom_physics = true 2. NAV_map HI03, 38th Parallel System. On the nav map the Tenshi dust cloud is visualized as being a scrap debris field and secondly it is displayed to be mineable, but is declared as a nonmineable asteroid field. Since you use roid_rock_tri asteroid type to create the asteroid field my suggestion would be that you use property_flag = 66 in stead off 130. To get rid of the mineable indication: change visit = 36 into 32. There&#8217;s only one catch here. If you have already been near the field, and you have been when you visited the system, you won&#8217;t notice the difference because in the savegame the area stays declared as mineable. For those you can edit savegame fl files: look for visit = 3155450887, 45. Change 45 into 41. This is my suggestion for the Tenshi dust cloud: [Zone nickname = Zone_Hi03_newfield_01 Comment = Tenshi Dustcloud ids_name = 460415 ids_info = 460415 pos = 2019, 0, -3534 rotate = 0, 14, 0 shape = ELLIPSOID size = 54532, 55037, 55037 property_flags = 66 visit = 32 spacedust = dust spacedust_maxparticles = 50 sort = 20 toughness = 6 density = 5 repop_time = 20 max_battle_size = 4 pop_type = nonlootable_ast_field relief_time = 35 3. Landing on BS Washington. When landing on Washington you arrive on a deck with only two icons on top of the screen: deck and the bar. This is because in the basehi03_06_base.ini the start location is declared to be on deck2. In deck2 only 2 rooms are declared. Since deck2 scenery is the same as deck, I suggest to change the line in basehi03_06_base.ini start_room = from deck2 into deck. [BaseInfo nickname = Hi03_06_Base start_room = Deck 4. HI03_dyson_city_01 &#8211; New Found City Clearly this is a nomad environment. Yet the City and the comsat show neutral. Suggest adding nomad reputation. [Object nickname = HI03_dyson_city_01 ids_name = 460429 ids_info = 460429 rotate = 0, 0, 0 pos = -1459, 0, -1026 archetype = dyson_city reputation = fc_n_grp [Object nickname = HI03_com_sat_01 ids_name = 460425 ids_info = 460425 rotate = 0, 0, 0 pos = -829, 0, -3689 archetype = com_sat reputation = fc_n_grp [Object nickname = HI03_dyson_city_platform_01 ids_name = 460425 ids_info = 460425 rotate = 0, 0, 0 pos = 1288, 0, -3286 archetype = dyson_city_platform reputation = fc_n_grp 5. Nomad Weapon platforms 2 of the 3 nomad weapon platform can be destroyed, the 3th is within dyson shield. Is this intentional? 6. Hi03_sun1 Unlike other suns in the Freelancer universe, the sun death aera here exceeds the sun atmosfere. Which means that there is no burn area but instant death.In the systems I have checked the sun death area is smaller than the sun atmosfere area (mostly 1000). Since burncolor is declared, I guess this was unintended. I suggest adjusting atmosfere and sun death size. To allow players closer to the New Found City and the spawning of Nomads more frequently/likely it is best to move the sun just a little bit further from the city, just far enough without spoiling the scenery. This are my suggestions for the Hi03_Sun1: [Object nickname = HI03_Sun1 ids_name = 460393 ids_info = 460393 pos = 169, 0, 2000 ambient_color = 255, 255, 255 archetype = sun_2000 star = red_giant_sun atmosphere_range = 5000 burn_color = 255, 255, 255 [zone nickname = HI03_Sun1_death pos = 169, 0, 2000 shape = SPHERE size = 4000 damage = 100000 sort = 99.500000 density = 0 relief_time = 0 6. HI03_jumpgate_nodock_01 and _nodock_02 The locked jumpgates in the 38th Parallel system are not shown on the navmap. To correct this the line visit = 0 has to be added to both entries in the HI03.ini file. To get a proper name label it is also necessary to change the jumpgate_nodock entry in the Solararch.ini. Here the type has to be changed from SATELLITE into JUMP_Gate. Both are also lacking a reputation. Since no_dock01 leads to the Europa system where the local faction is the Rheinland navy the gate is suggestyed to have reputation = rh_n_grp. Since no_dock02 leads to the Zone21 system where the local faction is the Liberty navy the gate is suggested to have reputation = li_n_grp. Suggested modifications in Solararch.ini: [Solar nickname = jumpgate_nodock ids_name = 60209 ids_info = 66145 type = JUMP_GATE DA_archetype = solardockablejump_gateL.cmp material_library = solarSolar_mat_ring.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic LODranges = 0, 8000, 12000, 18000, 22000, 50000 mass = 10000.000000 loadout = jumpgate solar_radius = 600 shape_name = NAV_jumpgate Suggested modifications in Hi03.ini: [Object nickname = HI03_jumpgate_nodock_01 ids_name = 460420 ids_info = 460420 rotate = 0, 0, 0 pos = -26800, 0, -31550 visit = 0 archetype = jumpgate_nodock reputation = rh_n_grp [Object nickname = HI03_jumpgate_nodock_02 ids_name = 460412 ids_info = 460412 rotate = 0, 0, 0 pos = 22899, 0, -31211 visit = 0 archetype = jumpgate_nodock reputation = li_n_grp 7. In Ew08 &#8211; Mace, the jumpgate Ew08_to_Hi03 is wrongly labelled 38th Parallel Jumphole. I suggest to change the ids_name into 460427 (38th Parallel Jumpgate). [Object nickname = EW08_to_HI03 ids_name = 460427 pos = -12250, 0, -34500 rotate = 0, 160, 0 archetype = nomad_gate msg_id_prefix = gcs_refer_system_HI03 jump_effect = jump_effect_bretonia ids_info = 66145 reputation = f_l_grp behavior = NOTHING difficulty_level = 7 loadout = jumpgate_br_02 pilot = pilot_solar_easiest goto = HI03, HI03_to_EW08, f_nomad_jump 8. All the new Epsilon systems have a visit = 128 entry in the Universe.ini file. This prohibits that the systems become visible on the Navmap. What is the idea behind this? 9. As &#8220;creator&#8221; of the unofficial FL SP patch I could not help noticing the fact that some errors the patch corrects are still present in your files. If you would like me to point them out for you, just let me know. Finally, if the above suggestions were helpful and you would like to receive suggestions like these in the future, let me know. BuckDanny
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Buck Danny

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Friday, June 4th 2004, 8:36am

wow now that is helpfull info BD Maby u should hire your self out 2 that modding community It was nice 2 see a postive Informational post Have A Great Day
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