Nephilim,
I too have wondered about that and I think (my opinion only) that the practice of using 0, 99999 and multiples of same for custom ships is flawed. These ranges mean that a custom ship should be able to be seen from 99999 units of distance away (99,999 meters) or almost 100k ........ "fine?" for large ships but impractical for small fighters, and appear to me to be using unnecessary resources.
If you look at any of the stock freelancer lod ranges they vary from ship to ship and usually consist of 4 or more variables like: 0, 40, 80, 1000 (drake), or: 0, 80, 120, 200, 300, 1200 (Rhino), 0, 600, 800, 1000, 1500, 2000, 3000, 20000 (liberty dreadnaught) with the bigger numbers for the larger ships. using 20000 as a guide 20 k for a battleship seems about right......
I have experimented with lod ranges for my own ships and have got most of the fighters to function very well on lod ranges of: 0, 400, 800, 1000 tho this is not always successful in all cases (mainly larger vessels).
I also suspect that the way the freelancer mat files are done using .dds format also has something to do with this as they also provide levels of detail for distance viewed - Tho I would dearly like to know why they are labelled .tga.... Only speculation here but separate meshes used by the freelancer ships may also have something to do with it. If you look at the standard ship files in freelancer they are a deal more complex than custom ships generally and a lot of those values mystify me and I cant find any explanation for them .... and btw have no training in this area.
This is pure speculation on my part..... some of which I have been able to verify using a process of exchanging cmp files and comparing the results but I have not been able to stop them dissappearing completely.....
Maybe someone know why and I would like to know more about this as well.
Harrier..
Retreat[![! ---- I'm too badly messed up now[![!