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Freelancer


Inoculator9

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[ship]

ids_name = 237010

ids_info = 66514

nickname = br_gunboatx

ship_class = 3

LODranges = 0, 300, 600, 4000

msg_id_prefix = gcs_refer_shiparch_Breg

mission_property = can_use_berths

type = FREIGHTER

DA_archetype = shipsbretoniabr_gunshipbr_gunship.cmp

material_library = shipsbretoniabr_capships.mat

material_library = fxenvmapbasic.mat

envmap_material = envmapbasic

linear_drag = 1.000000

mass = 1000.000000

hold_size = 1000000

hit_pts = 26500

nanobot_limit = 100

explosion_arch = explosion_instant

surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03

surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03

surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03

fuse = br_gunship_fuse, 0.000000, 1

fuse = br_gunship_burning_fuse01, 0.000000, 875

fuse = br_gunship_burning_fuse02, 0.000000, 438

steering_torque = 60000000.000000, 60000000.000000, 60000000.000000

angular_drag = 120000000.000000, 120000000.000000, 120000000.000000

rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000

nudge_force = 150000.000000

HP_bay_surface = HpBayDoor01

HP_bay_external = HpBayDoor02

HP_tractor_source = HpTractor_Source

num_exhaust_nozzles = 2

hp_type = hp_gun_special_10, HpMount

hp_type = hp_torpedo_special_1, HpBayDoor01

hp_type = hp_torpedo_special_2, HpBayDoor01

hp_type = hp_torpedo_special_1, HpBayDoor02

hp_type = hp_torpedo_special_2, HpBayDoor02

hp_type = hp_turret_special_9, HpTurret_B3_01

hp_type = hp_turret_special_9, HpTurret_B3_02

hp_type = hp_turret_special_9, HpTurret_B3_03

hp_type = hp_turret_special_9, HpTurret_B4_01

hp_type = hp_turret_special_9, HpTurret_B4_02

hp_type = hp_turret_special_9, HpTurret_B4_03

camera_offset = 25, 120

camera_angular_acceleration = 0.050000

camera_horizontal_turn_angle = 23

camera_vertical_turn_up_angle = 5

camera_vertical_turn_down_angle = 30

cockpit = cockpitslibertybr_gunboat.ini

[CollisionGroup]

obj = br_cntrl_twr_lod1

separable = debris_type = debris_vanish

parent_impulse = 500.000000

child_impulse = 10.000000

mass = 200.000000

fuse = br_gunship_fuse, 0.000000, 1

dmg_obj = b_gunship_tower_cap

dmg_hp = DpCntrltwr

hit_pts = 23500

root_health_proxy = true

[CollisionGroup]

obj = br_tail_lod1

separable = parent_impulse = 500.000000

child_impulse = 10.000000

debris_type = debris_vanish

mass = 200.000000

fuse = br_gunship_fuse, 0.000000, 1

dmg_obj = b_gunship_tail_cap

dmg_hp = DpTail

hit_pts = 23500

root_health_proxy = true

[CollisionGroup]

obj = br_port_eng_lod1

separable = parent_impulse = 500.000000

child_impulse = 10.000000

debris_type = debris_vanish

mass = 200.000000

fuse = br_gunship_fuse, 0.000000, 1

dmg_obj = b_gunship_port_eng_cap

dmg_hp = DpPortengine

hit_pts = 23500

root_health_proxy = true

[CollisionGroup]

obj = br_star_eng_lod1

separable = parent_impulse = 500.000000

child_impulse = 10.000000

debris_type = debris_vanish

mass = 200.000000

fuse = br_gunship_fuse, 0.000000, 1

dmg_obj = b_gunship_starboard_eng_cap

dmg_hp = DpStarboardengine

hit_pts = 23500

root_health_proxy = true

[CollisionGroup]

obj = br_port_wing_lod1

separable = parent_impulse = 0

child_impulse = 1500.000000

debris_type = cap_ship_piece

mass = 200.000000

fuse = br_gunship_fuse, 0.000000, 1

group_dmg_hp = DpPortwing

group_dmg_obj = b_gunship_port_wing_cap

hit_pts = 23500

root_health_proxy = true

[CollisionGroup]

obj = br_star_wing_lod1

separable = parent_impulse = 0

child_impulse = 1800.000000

debris_type = cap_ship_piece

mass = 200.000000

fuse = br_gunship_fuse, 0.000000, 1

group_dmg_hp = DpStarboardwing

group_dmg_obj = b_gunship_starboard_wing_cap

hit_pts = 23500

root_health_proxy = true

[simple]

nickname = b_gunship_tower_cap

DA_archetype = Shipsbretoniabr_gunshipbr_gunship_dmg_cntrl_twr.3db

material_library = shipsbretoniabr_capships.mat

mass = 10.000000

LODranges = 0, 300, 4000

[simple]

nickname = b_gunship_tail_cap

DA_archetype = Shipsbretoniabr_gunshipbr_gunship_dmg_tail.3db

material_library = shipsbretoniabr_capships.mat

mass = 10.000000

LODranges = 0, 300, 4000

[simple]

nickname = b_gunship_port_wing_cap

DA_archetype = Shipsbretoniabr_gunshipbr_gunship_dmg_port_wing.3db

material_library = shipsbretoniabr_capships.mat

mass = 10.000000

LODranges = 0, 300, 4000

[simple]

nickname = b_gunship_starboard_wing_cap

DA_archetype = Shipsbretoniabr_gunshipbr_gunship_dmg_starboard_wing.3db

material_library = shipsbretoniabr_capships.mat

mass = 10.000000

LODranges = 0, 300, 4000

[simple]

nickname = b_gunship_port_eng_cap

DA_archetype = Shipsbretoniabr_gunshipbr_gunship_dmg_port_engine.3db

material_library = shipsbretoniabr_capships.mat

mass = 10.000000

LODranges = 0, 300, 4000

[simple]

nickname = b_gunship_starboard_eng_cap

DA_archetype = Shipsbretoniabr_gunshipbr_gunship_dmg_starboard_engine.3db

material_library = shipsbretoniabr_capships.mat

mass = 10.000000

LODranges = 0, 300, 4000

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Okay, I'll try to find the correct savegame. You know the weird way of naming them, something like 7e5f78.fl

Otherwise I will have to send you 2. They are both multi-player savegames, from my own LAN server (when I played with my brother)

One of the 2 has Nomad Weapons, the other is an edited savegame, in an attempt to make an admin ship, which had positive relations with every faction, and has a good ship etc.

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i have a eagle with 2 diamondback and the rest is nomads... u cant find realy good weapons near the gas miner ... its cool because the nomads dont waste power so u can fire at will :) i have an observation about freelancer ... it has litle improvement freedon ... u play for a wile become the best ship and after that is the skill of the player for the combats that count... the key to this game is to stop the engines and turn ... if u do that u become much bether... misiles is good to but u have to do a "bank" acount just for trading because u aways waste money figthing...u trade do lots of money and give the money to a friend ... after that your friend guive the money back to u in your "figther acount" and u can buy lots of misiles.... theres no human cargo to rob and do profit using the most expensive type of misiles... other thing aways be on speed wen u use misiles... the speed of the misile + your speed = faster and deadly misiles...one tip is to use the cruise engines and after that kill the egine...that way u are near the cruise speed and cant be disrupted by misiles :) other cool thing is to have 2 figther acounts doked in diferent planets ... u start to pursuit one big cargo in new berlin for example ,,, wen the noob is tinking that he scape u trade for u acount in new tokyo for example and anbush hin ,,, i hope i help u freelancer

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I must say I don't really use my engine kill. Instead of that I constantly use my thruster, and when needed to slow down, I just hold my finger of the tab key, and I will go alot slower then, and so avoiding most weapon fire, and then I speed up again.

And, ofcourse, I make turn around alot of times, and each time into another direction.

But how do you mean "the rest is nomads", were you able to get level9 Nomad Weapons? Because normally they are only level 10, and so you can only fill 4 slots with them.

Ok, with the missions for the Outcasts and Corsairs you earn much, but you can't do to much of them, or you can't show yourself in the "habited" systems, or you get shot by Police/Military/ and companies.

And before you are able to get there, it is very profitable to get a Humpback, and deliver Diamonds to New Tokyo, shipped from New Berlin. The only real dangerous system is Sigma-13.

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Ah, to buy a ship it is another task. Go to data/equipment/goods.ini and add there (you should edit weapon entries like br_gunboat_turret01 in weapon_equip.ini, as they are very underestimated):

[Good]

nickname = bgx_hull

category = shiphull

ship = bg_gunboatx

price = 10520

ids_name = 237010

item_icon = Equipmentmodelscommoditiesnn_iconspi_heavy.3db

[Good]

nickname = bgx_package

category = ship

hull = bgx_hull

addon = sfx_rumble_gunvessel, internal, 1

addon = infinite_power, internal, 1

addon = ge_s_scanner_02, internal, 1

addon = ge_s_tractor_01, internal, 1

addon = LargeWhiteSpecial, HpHeadlight, 1

addon = br_gunboat_turret01, HpTurret_B3_01, 1

addon = br_gunboat_forward_gun01, HpTurret_B3_02, 1

addon = br_gunboat_forward_gun01, HpTurret_B3_03, 1

addon = br_gunboat_turret02, HpTurret_B4_01, 1

addon = br_gunboat_turret02, HpTurret_B4_02, 1

addon = br_gunboat_turret02, HpTurret_B4_03, 1

addon = ge_bg_engine_01, internal, 1

and to market_ships.ini (into field of chosen object, 30 is required level):

marketgood = bgx_package, 30, -1, 1, 1, 0, 1, 1

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Still wont work for me... Caid, is there any chance you could post a goods.ini file here, edited appropriately to have... Leeds and New London sell the gunboat you just showed me? Once I'm sure I've got a goods.ini file that is good, I can start figuring out where I made a mistake, if getting a good goods.ini file doesn't solve it.

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Well, you can the level number by your will. Put there 0 and you have it without problem.

To sell this ship on New London you must edit market_ships.ini:

[baseGood]

base = Br01_01_base

marketgood = bgx_package, 4, -1, 1, 1, 0, 1, 1

marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1

marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1

marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1

marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1

marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1

marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1

marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1

marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1

marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1

marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1

marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1

marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1

marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1

marketgood = le_package, 2, -1, 0, 0, 1, 1, 1

marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1

marketgood = bf_package, 6, -1, 1, 1, 0, 1, 1

marketgood = be_package, 8, -1, 0, 0, 1, 1, 1

marketgood = bfr_package, 4, -1, 1, 1, 0, 1, 1

marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1

marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1

marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1

marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1

marketgood = re_package, 22, -1, 0, 0, 1, 1, 1

marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1

marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1

marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1

marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1

marketgood = bhf_package, 4, -1, 1, 1, 0, 1, 1

marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1

marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1

marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

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Weird, still doesn't seem to be working... well, I guess I'll give something else a shot now... and thank you so much for helping Caid, I really owe you one. I have a vow, lol, to make at least one mod for every game I get, and thanks to you I think I'll be able to keep that up ;)

Any chance you could tell me what the "Armoured Transport's" entry in the shiparch or special ini is? The Junker/Hogosha ship as well if possible.

And on a side note, I FINALLY got some Nomad weapons... the only explanation for my past difficulty is that before I could tractor them, delayed beams from my weapons were destroying them. But now, with a different loadout on a different ships, I got at least one Nomad weapon (Cannon/Blaster) per each group of four. I'm pretty fond of the current loadout consisting of two Wyrm Type 2s, two SILVER FIREs, two Nomad Energy Cannons, one Kraken Turret, a Sunslayer Torp Launcher, Ripper Mines, and Adv. CMs. My Corsair Titan has the same, but the main weapons are a pair of DIAMONDBACKS, BLOODSTONES, and something else I seem to have forgotten, lol :P

I love the DIAMONDBACK weapon fxs the most of any weapon though, along with the SILVER FIRE and ONYX/BLOODSTONE.

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Glad that you finally got your hands on alien technology. Pretty weird actually, that you can be arrested for shipping Alien Artifacts, but can fire with Alien Weaponry. :)

Does anybody now how wrecks work in multiplayer? I mean in single, you visit and empty a wreck, and the next time you shoot it, nothing comes out of it anymore. But with multi-player it must be different, or otherwise the first people on the server have emptied all the wrecks so that new players can't get anything from a wreck anymore. I think that wrecks are based on players, meaning that if player 1 visits wreck A, then he/she can't visit it anymore, but player 2 can still empty wreck A.

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