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engine problems

The general place to discuss MOD''ing Freelancer!

Post Sun Jul 23, 2006 12:05 pm

engine problems

I've modded the Liberty Dreadnought and Nomad fighter engines so that they can be put on a player ship using a character/ship editor such as IFSO or FLAC. They work fine except for a couple problems.

1). The Dreadnought engine top speed is 235, not 80 and going into cruise mode sends you into ludicrous speed. I'm not interested in speed enhancements, i'm just trying to figure out how to change the appearance of the engines. The other thing that is happening is that strafe is eternally slow.

2). The Nomad fighter engine works fine but takes up all the space in my cargo hold.

So far all I've done is edit the engine_equip.ini file. Is there another file I need to look at?
Would someone please be so kind as to look at this and give me some pointers?

I'm trying to make this a server side mod only. I'm sure I could fix it by creating new IDs but want it to work properly on a 1.0 server.

Thanks,
Robo

Here's my edits.

Nomad fighter;

<data file="data\equipment\engine_equip.ini" method="sectionreplace">
<section>
[Engine
nickname = ge_nf_engine_01
</section>
<dest>
ids_name = 263904
ids_info = 264904
volume = 400.000000
mass = 10
max_force = 48000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_no_smallengine01_fire
trail_effect = gf_no_smallengine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
character_loop_sound = engine_no_loop
character_pitch_range = -50, 25
rumble_sound = rumble_nomad
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
cruise_start_sound = engine_no_cruise_start
cruise_loop_sound = engine_no_cruise_loop
cruise_stop_sound = engine_no_cruise_stop
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180
</dest>
<source>
ids_name = 263904
ids_info = 264904
volume = 0.000000
mass = 10
max_force = 48000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_no_smallengine01_fire
trail_effect = gf_no_smallengine01_trail
trail_effect_player = gf_no_smallengine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_rh_fighter_start
character_loop_sound = engine_no_loop
character_pitch_range = -50, 25
rumble_sound = rumble_nomad
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_ci_freighter_kill
cruise_start_sound = engine_no_cruise_start
cruise_loop_sound = engine_no_cruise_loop
cruise_stop_sound = engine_no_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180
</source>
</data>


Dreadnought engine;

<data file="data\equipment\engine_equip.ini" method="sectionreplace">
<section>
[Engine
nickname = ge_lbd_engine_01
</section>
<dest>
volume = 400.000000
mass = 10
max_force = 3000000
linear_drag = 100000
reverse_fraction = 0.100000
flame_effect = gf_li_largeengine03
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270
</dest>
<source>
volume = 0.000000
mass = 10
max_force = 48000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_li_largeengine03
trail_effect = gf_li_smallengine01_trail
trail_effect_player = gf_li_smallengine01_playtrail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_ci_freighter_start
character_loop_sound = engine_ci_freighter_loop
character_pitch_range = -30, 40
rumble_sound = rumble_battleship
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_ci_freighter_kill
cruise_start_sound = engine_ci_cruise_start
cruise_loop_sound = engine_ci_cruise_loop
cruise_stop_sound = engine_ci_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180
</source>
</data>

Post Sun Jul 23, 2006 12:31 pm

As far as your speed, the one that lists -

max_force = 48000 is running about 80 speed, the other-

max_force = 3000000 is running a lot more for the dreadnaught. As to cruise, I belive its controled elswhere.

Post Sun Jul 23, 2006 12:34 pm

Yeah, but if you'll notice, the speed has been edited down to 48000, that's why i'm confused.

Post Mon Jul 24, 2006 4:31 am

If you are looking only to change the engine effects, try experimenting with the data/fx folder contents. I believe there is an engine_effects file in it, or something similar. Don't forget to backup your files.

Also, with the nomad fighter, check the volume parameter: it says 400. It means that it takes up 400 units of cargo space. Set it to zero for no space taken.

Post Mon Jul 24, 2006 5:59 pm

you'll notice that the volume for the nomad engine is already set to 0.000000 so that's not the problem. I'll check out the engine_effects file to see if that does anything.

Well, I just checked, it doesn't look like there's anything in there I can use. I tried editing the flameeffect of the starblazer engine to the flameeffect of the liberty dreadnought but when i put the starblazer engine on the ship it just showed up as a starblazer engine.

I'm sure I'm missing something but I'm stumped.

Edited by - robocop on 7/24/2006 7:06:03 PM

Post Fri Aug 04, 2006 10:05 pm

---flame_effect = gf_li_largeengine03
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270
</dest>
<source>
volume = 0.000000
mass = 10
max_force = 48000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
---flame_effect = gf_li_largeengine03
---trail_effect = gf_li_smallengine01_trail
---trail_effect_player = gf_li_smallengine01_playtrail



you need to copy the values marked with "---" before them to your other engine stats. this "should" make the other engine have the dreadnought engine effect. "should". no guarantee, but i'm pretty sure. [/disclaimer ^^

T3h n00b

Post Sat Aug 05, 2006 10:15 am

The reason your dreaddoughht engine strafes really slow is the

-
max_force = 3000000
linear_drag = 100000
-

Here is the relationship;

Max Force / Linear Drag = Top Speed

Max Force is how much "push" the engine has. Linear Drag is both the value in the engine entry and the value in the ship's entry in the shiparch together.

There are four basic parts of linear drag that affect movement.

1. Part one modifies any forward force acting on the engine (and thus ship). This includes engine force, thruster force, and STRAFE force. Essensially divides the force to give the top speed.

Examples:
if:
[max_force = 48000
[linear_drag = 599 (engine) + [linear_drag = 1.000000 (ship)
You get a max speed of 80; 48000/600=80
if:
[max_force = 48000
[linear_drag = 0 (engine) + [linear_drag = 0 (ship)
You get a max speed of 48000 (division by zero is negated); 48000/(negation)=48000/____=48000
if:
[max_force = 160
[linear_drag = 1 (engine) + [linear_drag = 1.000000 (ship)
You get a max speed of 80; 160/2=80

2. Part two modifies LINEAR acceleration. (In a line, no turning at this point) Effectivally the higher the number the faster the acceleration. This is my theroy on how it works: I think that is may be that the value for linear drag is acceleration per second.
Example:
[max_force = 48000
[linear_drag = 599 (engine) + [linear_drag = 1.000000 (ship)

Your accerleration would be 600 meters/second^2 till you reach your max speed (Add 600 m/s every second to your speed till you get to 80)
Now that means that you get to 80 in a lot less than a second. Like normal.
(that was my theory and it may be wrong)

3. Part three is LINEAR deceleration. Basically Part 2 backwards so i wont explain it all again, just the bigger the number the faster you stop.

(remember in Part 1 when we had a linear drag of 0?, well that causes ACTUAL space physics, except ytou stop accelerating at your max speed. You don't stop when you try to slow down, you have to turn around and use your engine in the oposite direction)

4. Part 4 is the most complex. It governs the NON-linear deceleration. Basically how fast you change direction. How fast you stop going one way when you start pointing another way. (I think it holds the same speed of deceleration as Part 3, not sure though.)

OK, now lets look at all of these forces in action:

if:
Your max speed is 100 m/s after calculation out all of the math.

You are pointing and goin North. You are at your top speed. (100m/s)
You instantanously point East, 90 degrees right in other words. (in theory ok, the example needs the pointing to be instant)

The higher your linear is, the faster you will stop sliding North sideways and the faster you start accelerating East forward. The parts of linear drag working here are:
Part 1, will stop you at Max Force/Linear Drag, here it's 100m/s
Part 2, in the acceleration East.
Part 4, in the deceleration of your sliding North.
(Part 3 is not at work cause we are doing no LINEAR deceleration)

There you go. It's long and i may re-post it somewhere else. But the lower the Linear drag, the more sliding you'll do, and the higher, the "quicker" you'll be.
So that should end your confusion about strafeing cause strafe force works the same way as max force only sideways.

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