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**Archived** Epsilon Mod - **Use New Thread**

Here you can find news, get help and comment about the ?Epsilon Mod? for Freelancer

Post Sat Jan 17, 2004 7:43 pm

some of you may have noticed a little (i use the word loosely) mishap in the forum concerning a message posted...this matter has been taken care of

Mr Wiggles

Post Sun Jan 18, 2004 5:33 pm

I'm pretty new to freelancer and the mods, but I tried your mod out, and I really enjoy it.

I have some opinions about the ship designs, though. Most of the ships seem to be built off a central body and 2 wings. They look similar to modern aircraft. The ships you made so far all look awesome (I can't wait to fly the Demon, that ship is amazing), but I think you are holding yourself back. Try making some ships with 3 or more wings, more than 2 engines, or possibly some asymetrical ships.

Once again, just ideas, the ships so far are amazing, and the green terror is a load of fun Keep up the good work, man.

Post Sun Jan 18, 2004 6:05 pm

ahoy there.

after returning from a holiday in brisbane, ive returned to my post. (wherever it is)

Harrier and Parabolix - ive got about 5 more ships in early 3d stages, now that i have a decent 3d program (rhino).

the:

ZX 17 Untextured
Early render of ZX97 Asteroth

and bobman - thanks for the idea.

jake

Post Tue Jan 20, 2004 8:18 am

Hi there,

I've got a problem, which is ...erh i dont know how to activate it.
I mean, i have unzipped the zip file and instead of having one which is the one to be activated, there are three folders and couple of files.
I am quite confused how i will do it.

Post Tue Jan 20, 2004 11:52 am

iniochos, you use FLMM dont you?

Mr Wiggles

Post Tue Jan 20, 2004 2:38 pm

Glad I could help, Jake.

Are the turrets on the Ceres supposed to be so limited in their firing arcs? They can go about 45 degrees away from straight ahead, and that seems to be it.

Is that something to be done later?
Just wondering.

EDIT: Ceres gave me enough cash to try out the other ships

The nightstalker weapons refuse to fire for me. Sometimes the game crashes when I try to fire them. The turret will fire fine, but the custom guns won't.

Edited by - Bobman on 1/20/2004 3:52:42 PM

Post Tue Jan 20, 2004 8:08 pm

Bobman,

The Ceres turrets will be addressed in another version, the arcs were just alot to do at the time so we left them for later. As for the Nightstalker guns, we don't know why they aren't working as they were working right before release. They refuse to work for us either. If it comes to the point where I have to, I will rewrite the code for the weapons.

Mr Wiggles

Post Tue Jan 20, 2004 8:22 pm

Bobman,

I have an asymmetrical ship partly completed.... however there are a couple of things I cant decide on so it sits waiting for more work... however some of the ships have more than 2 wings and several have 4 engines or more.. the Nemesis has 8! As we go we will add some more ships that look a little different....

Also the turrets on the Ceres are that way and may be changed, with the front ones firing forward and the rear ones firing back...

The Nightstalker weapons I know about and its very strange.. they were working in epsilon ship pack (1.4) and work in 2.3 beta,,, for some reason they won't now.... and I cant find the fault.. this ship went into the mod unchanged.
The easy fix is to simply dismount and sell the weapons - normal freelancer weapons work just as well. I intend to make some custom guns for the Nightstalker and will include them in the next version, however that will lift the ship price.... If anybody finds out why they dont work could you let me know... Please.......

Jake_langley,

I see the ZX 17 has gone from concept to model.. good job so far keep at it..The other model is a little dark but I get the idea...looking good ....

Jake has been kind enough to allow us to use the Kestral .. we plan to make it the new starting ship (after a few modifications and some texturing and hardpoints etc... ) Thanks, jake.... looks like it will be a nice little ship..

iniochos,

You say you unzipped the files.... were they not in flmm format when you downloaded them? If not simply add the FLmm extension .flmod so it looks like: Epsilon 2.5.zip.flmod - then simply load it with flmod manager. For more info on Fl mod manager see the downloads section...

Harrier,

Post Tue Jan 20, 2004 10:26 pm

Parabolix: Yes, i do

Post Wed Jan 21, 2004 6:45 am

A Bit of Great News we have received:

Dave just received an email from Gamestar (any Germans here probably know it, if not, its Germany's biggest PC Gaming magazine) They are interested in incorporating our mod onto a handpicked selection of mods CD they will be releasing in March this year. YAY!

Mr Wiggles

Post Wed Jan 21, 2004 9:38 am

Hi guys, i really like this mod so far.

Only prob is, i can't find any of the new systems and so far i haven't seen any new npc ships... I know the mod is working properly, but it doesn't seem to be working with BlazeMe's map mod properly, none of the new stuff shows up.

Anyone know what the problem is?

ps: I really think you should try and make the ceres' turrets fire backwards, its really starting to annoy me cos im running away from my enemies most of the time.

Post Wed Jan 21, 2004 9:51 am

This is really starting to get annoying. I've explored the entire northeast quarter of new tokyo and still no sign of the jump hole to mace.

Post Wed Jan 21, 2004 10:40 am

Blazeme's complete nav map mod doesn't show the new jump holes. I'm sure of this, because I found a jumphole from Omicron Theta to Omicron Alpha that didn't snow up before. (it was north of planet Vespus in Theta, I don't remember where it was in Alpha, too busy running away from pissed off outcasts )

I think the nav map mod only shows the normal game's jumpholes, it doesn't show the new ones. Or the new systems, for that matter.

As for finding that jumphole you were looking for, it might have moved since the readme was written. I'm almost certain some of the ships have moved. (Battleship Suffolk doesn't sell Rapier ES)

And the AI controlled players with new ships haven't been done yet.






On an entirely different note, I was curious about the displayed speed for cruise engines. Everything, even the stuff that goes faster than 300, displays 300 when a ship is in cruise mode. Is this something coded weird in the game, or could the program be fixed to show the correct cruise velocity?



EDIT: Actually, I can't find most of the new jumpholes either... There was a post that told their aproximate locations earlier, but I think the grid co-ordinates (D5, ect) would help a bunch. Or are you guys not sharing that tidbit?

Just wondering again.
Edited by - Bobman on 1/21/2004 10:40:54 AM

Edited by - Bobman on 1/21/2004 2:09:07 PM

Post Wed Jan 21, 2004 6:05 pm

Pirahnalord,

It all depends on the mod you have.., there are 2 versions -

Version 2.3 is a beta test mod of the systems plus the original ships mod - It was released for beta testing but like a lot of beta test mods it had some stability issues.....

Version 2.5 is an updated ships mod with some additional new weapons models and some more new ships plus a few other things like re-gen shields....
There are no systems included and no pliotable battleships as they still need work. Until we can get the bugs worked out of the sytems we will not include them..

The NPC and AI will be equipped with some of the Epsilon ships in a later version...... We have some surprises coming with encounters.. but its a tad early yet......

Bobman,

The navmap mod wont show the new systems as in 2.5 there are no new systems.. It was suggested to allow you to see all the Sirius sytems right from the start...It will function like a nomal nav map (hopefully) once we re do the systems..i.e. it will display all the Sirius sytem but not the Epsilon jumpholes or other systems until you actually find and explore them.. Maybe it would be better if we suggested it as a recommended addon rather than including it in the mod .. that way you get a choice to use or not use.....

I may be wrong, but as far as I know the cruise engine speed display is a Freelancer thing - its either 300 or a series of dots.. I dont think anyone has been able to make it display correct speed.

If you want to explore the systems as they are... Download the Epsilon 2.3 beta... though it does have known bugs.. most of which you will find out about in the last few previous pages.

Harrier.






Retreat[![! ---- I'm too badly messed up now[![!

Post Wed Jan 21, 2004 6:32 pm

pirahnalord....how hard is it to run away from someone when you can go tradelane speed by pressing z...lol

Mr Wiggles

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