Bonvoyager
Youll need BINI, available
here. To extract a file using BINI simply drag the .ini file onto the BINI icon, and a new file called
file .ini.txt will be created. This file is readable and you can now use it for editing, and FL will still recongise it. Delete the original .ini file and rename the .ini.txt file to just
file .ini . Youll need to extract and rename the following files before you start:
DATA/SHIPS/shiparch.ini
DATA/EQUIPMENT/goods.ini
DATA/EQUIPMENT/weapon_good.ini
DATA/EQUIPMENT/market_ships.ini
DATA/SOLAR/solararch.ini
1. Open shiparch.ini and add the following block of text at the bottom:
[Ship
ids_name = 237010
ids_info = 66514
nickname = my_br_gunboat
LODranges = 0, 300, 600, 4000
msg_id_prefix = gcs_refer_shiparch_Breg
mission_property = can_use_large_moors
type = GUNBOAT
DA_archetype = ships\bretonia\br_gunship\br_gunship.cmp
material_library = ships\bretonia\br_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 1000.000000
hold_size = 1000000
hit_pts = 3500
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
cockpit = cockpits\bretonia\my_br_gunboat.ini
nudge_force = 150000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
hp_type = infinite_power
hp_type = ge_s_scanner_02
hp_type = ge_s_tractor_01
hp_type = ge_bg_engine_01
hp_type = sfx_rumble_gunvessel
hp_type = hp_turret_special_5, HpTurret_B3_01
hp_type = hp_turret_special_5, HpTurret_B3_02
hp_type = hp_turret_special_5, HpTurret_B3_03
hp_type = hp_turret_special_5, HpTurret_B4_01
hp_type = hp_turret_special_5, HpTurret_B4_02
hp_type = hp_turret_special_5, HpTurret_B4_03
hp_type = SlowMediumRed, HpRunningLight14
hp_type = SlowMediumRed, HpRunningLight03
hp_type = SlowMediumRed, HpRunningLight11
hp_type = SlowMediumRed, HpRunningLight09
hp_type = SlowMediumRed, HpRunningLight01
hp_type = LargeWhiteSpecial, HpHeadLight01
This defines your ship and tells FL the basic data about it, for example where weapons can be placed, HP and cargo capacity
2. Next open goods.ini and add these two blocks of text at the bottom:
[Good
nickname = my_br_gunboat_hull
category = shiphull
ship = my_br_gunboat
price = 20000
ids_name = 237056
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db
[Good
nickname = my_br_gunboat_package
category = ship
hull = my_br_gunboat_hull
addon = ge_s_scanner_02
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_t_engine_01
addon = sfx_rumble_ut_large
addon = SlowMediumWhite, HpRunningLight01
addon = SlowMediumWhite, HpRunningLight02
addon = SlowMediumWhite, HpRunningLight03
addon = SlowMediumWhite, HpRunningLight04
addon = SlowMediumWhite, HpRunningLight05
addon = SlowMediumWhite, HpRunningLight06
addon = SlowMediumWhite, HpRunningLight07
addon = SlowMediumWhite, HpRunningLight08
addon = SlowMediumWhite, HpRunningLight09
addon = SlowMediumWhite, HpRunningLight10
addon = SlowMediumWhite, HpRunningLight11
addon = SlowMediumWhite, HpRunningLight12
addon = SlowMediumWhite, HpRunningLight13
addon = SlowMediumWhite, HpRunningLight14
addon = SlowMediumWhite, HpRunningLight15
addon = SlowMediumWhite, HpRunningLight16
addon = SlowMediumWhite, HpRunningLight17
addon = SlowMediumWhite, HpRunningLight18
addon = SlowMediumWhite, HpRunningLight19
addon = DockingLightRed, HpDockLight01
addon = DockingLightRed, HpDockLight02
addon = DockingLightRed, HpDockLight03
The first block of text is the ship that you buy and the next is the weapons/lights/engine etc. that come with it. You can change the price in the first block of text if you want the ship to be cheaper/more expensive.
3. Now go to DATA/COCKPITS/BRETONIA and create a new file called "my_br_gunboat.ini". Inside it place this text:
[Cockpit
mesh = cockpits\liberty\models\li_elite_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10
[CockpitCamera
[TurretCamera
tether = 0.000000, 40, 350
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
4. Now open market_ships.ini
This file defines which ships will be sold where. For this example I will make the gunboat available at Planet Manhattan, so search for the text "Li01_01_base". You can make the ship available somewhere else, for example Norfolk Shipyard (Li01_07_base), if you want. Find the block of text under Li01_01_base and change this line:
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
to this:
marketgood = my_br_gunboat_package, 4, -1, 1, 1, 0, 1, 1
You have now created the gunboat and it is pilotable, but there are a couple of extra things to do to allow you to use it properly, for example allowing you to dock.
6. Open solararch.ini and search the file for "type = STATION". Every time that you find it change the last number in every line in the same block of text that begins "docking_sphere = moor_medium" from 5 to 15, for example:
docking_sphere = moor_medium, HpDockMountJ, 5.000000
to this
docking_sphere = moor_medium, HpDockMountJ, 15.000000
This allows you to moor at stations because youre too big to dock.
7. In the same file, solararch.ini, do another search for "docking_sphere = ring" and change every occurance to "docking_sphere = jump", for example:
docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
docking_sphere = ring, HpDockMountB, 40, Sc_open dock b
becomes:
docking_sphere = jump, HpDockMountA, 40, Sc_open dock a
docking_sphere = jump, HpDockMountB, 40, Sc_open dock b
Finally, browse to DATA/SOLAR/DOCKABLE and look for a file called "docking_ringx2_lod.sur" and rename it to something else, for example "NOTdocking_ringx2_lod.sur". This will stop you colliding with the docking rings.
Thats about it, hope this works.