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2 thruster

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Wed Feb 25, 2004 2:33 pm

2 thruster

Could my ship get 2 thrusters? :
Hp/Fixed/HpThruster01
Hp/Fixed/HpThruster02

I`ve placed two triangles in ms3d as engines then placed 2 triangles far after
them as thrusters but i want to use them as only one thruster but appears two
anythin` wrong??????!!

Post Wed Feb 25, 2004 7:58 pm

there is no way you can make two thrusters hardpoints as one. That is if you want to just use one thruster and the exhaust will be two...

but there is a trick with this....

Create a dummy thruster - i'm assuming you know how to make an equipment,
now make this default in your ship's goods.ini

equip = your_desired_thruster, HpThruster01 <--- this is the slot where you can replace a thruster
equip = dummy_thruster , HpThruster02 <--- this is the slot that is a permanent thruster....

How to make a Permanent thruster so as not to be replaced accidentally....

It's simple..... just take a look at your ship's shiparch.ini

hp_type = hp_thruster, HpThruster01, HpThruster02 <--- This will give you two replaceable thruster hardpoints.

hp_type = hp_thruster, HpThruster01 <--- This will give you One replaceable thruster hardpoint.

for dummy_thruster.... if you still wanna know...

this is the entry in st_equip.ini.

[Thruster
nickname = dummy_thruster
ids_name = 263740
ids_info = 264740
DA_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
HP_child = HpConnect
hit_pts = 8000
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 0 <--- make this always zero, its only a dummy
max_force = 0 <--- make this always zero, its only a dummy
particles = gf_ge_s_thruster_01
hp_particles = hpthrust
power_usage = 125 <--- you can make this 0 if you want your dummy not to drain energy
lootable = false
separation_explosion = sever_debris
LODranges = 0, 20 <--- you wanna make this invisible just by removing the last number

There is no need to create a st_good.ini entry for it is permanent.


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------

Post Thu Feb 26, 2004 4:16 am

Thankz firebase
you`ve helped alot

Post Fri Feb 27, 2004 4:20 am

Does this goes with:
engine1 and engine2 too?

Post Fri Feb 27, 2004 6:59 pm

nope, engine1 and engine2 can be activated in shiparch.ini with this line

nozzle = 2

if i'm not mistaken, this will give you to engine fire animation this is if you have in your model Hp/Fixed/HpEngine01 and 02... if you want more engine fire you can increase the value...


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Post Sat Feb 28, 2004 1:31 pm

I got my ship first fly....
but the after burn engine exhaust came out from only one engine

Edited by - invalid on 2/28/2004 2:35:48 PM

Post Sun Feb 29, 2004 10:27 pm

This is the correct entry in the Shiparch.ini

num_exhaust_nozzles = 2 <--- the number denotes how many exhaust your engine will use.


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------

Post Mon Mar 08, 2004 2:59 pm

here is my shiparch.ini entry:

[Ship
ids_name = 197687
ids_info = 66700
ids_info1 = 66615
ids_info2 = 66701
ids_info3 = 66702
ship_class = 1
nickname = nightmare 13
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 2000, 3000, 9000
type = FIGHTER
DA_archetype = ships\LIBERTY\nightmare 13\nightmare 13.cmp
material_library = ships\LIBERTY\nightmare 13\nightmare 13.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 14
shield_battery_limit = 14
mass = 150.000000
hold_size = 30
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1600
explosion_arch = explosion_li_elite
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
steering_torque = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2 <<<<<<<<<this what we`re talking about
shield_link = l_elite_shield01, HpMount, HpShield01

YES MY SHIP`S ENGINES ARE ACTIVATED....
BUT THE AFTERBURN EXHAUST CAME OUT FROM ONLY (ONLY) ONE ENGINE...

YOU GUYS CANNOT UNDERSTAND ME WELL OR WHAT??

Post Mon Mar 08, 2004 3:12 pm

According to that you have no thrusters, but i get what your saying. Try this:

Allow 2 thruster points in here (hpthruster01, hpthruster02)

erm.....as per usual of course...........i take it you can do that.

Now then - get you UTF editor and check the positions of the two thruster mounts in correlation to engine mounts.

What i mean is:
click on the HpEngine01 mount, and then click edit. Copy the numbers (highlight, right click and copy) and then close the edit thing, then nav to HpThruster01 and click on the edit. Now paste those values in, and click update. Now do the same for HpEngine02 to HpThruster02.
This will ensure that you have the effect of "smoke" coming from both exhausts of both thrusters at the right positions.

now then - load the mod and game, and purchase both thrusters onto the mounts. Then launch, and check its all working okay.

Now if it is, exit game, and go mount a thruster as firebase said onto the correct mount for it. This thruster should have no entry in the st_good.ini file for thrusters, only in the equip. Now add that thruster to the package of the ship when bought, pre-mounted upon one thruster mount.

Now then - it should read in the goods.ini file something like:

addon = ge_s_thruster03, HpThruster02

Please note - i haven't checked to make sure thats correct, its an example, i just typed it off the top of my head. Good stuff, now re-activate your mod and then try this now, buy one thruster, go out and give it a blast and see if you have 2 lots of smoke coming out. If you don't, then your doomed cause gawd knows what your not doing right

21[%21[%21[%21[%21[%21&forum_title=Freelancer+Editing+Tutorial+Forum&cat_title=Freelancer+Editing&M=False Answers to most questions, and links to utilities

Post Mon Mar 08, 2004 5:59 pm


It's simple..... just take a look at your ship's shiparch.ini

1 . hp_type = hp_thruster, HpThruster01, HpThruster02 <--- This will give you two replaceable thruster hardpoints.

2. hp_type = hp_thruster, HpThruster01 <--- This will give you One replaceable thruster hardpoint.


The first entry will give you two thruster afterburn which are both mountable...

now this is the trick for dual afterburn with one mountable hardpoint.
First thing First...
Just take a look at the second (2) entry example...
Copy it to your shiparch.ini

The second one lies in your goods.ini... NOTE: you must buy your ship again for this to work.

edit your ship's goods.ini entry and add this line

addon = ge_thruster01, HpThruster01
addon = dummy_thruster, HpThruster02 <--dummy thruster that you have build... will not show in inventory cuz the HpThruster02 is not declared in shiparch.ini and will be permanent...

Make sure that you have created an entry for the dummy_thruster in st_equip.ini


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------


Edited by - firebase on 3/8/2004 6:01:14 PM

Post Tue Mar 09, 2004 4:22 am

You`re right,I got an afterburn but unfortunatly in my HEAD better than nothing
ain`t it?!
ok,thats it....

My shiparch entry:

[Ship
ids_name = 197687
ids_info = 66700
ids_info1 = 66615
ids_info2 = 66701
ids_info3 = 66702
ship_class = 1
nickname = nightmare 13
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 2000, 3000, 9000
type = FIGHTER
DA_archetype = ships\LIBERTY\nightmare 13\nightmare 13.cmp
material_library = ships\LIBERTY\nightmare 13\nightmare 13.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 14
shield_battery_limit = 14
mass = 150.000000
hold_size = 30
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1600
explosion_arch = explosion_li_elite
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
steering_torque = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_torpedo_special_1, HpTorpedo01

My goods entry:

[Good
nickname = nightmare 13_package
category = ship
hull = nightmare 13_hull
addon = nightmare 13_engine_01, internal, 1
addon = nightmare 13_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallRed, HpRunningLight01, 1
addon = SlowSmallRed, HpRunningLight02, 1
addon = SlowSmallRed, HpRunningLight03, 1
addon = SlowSmallRed, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
addon = ge_thruster01, HpThruster01
addon = dummy_thruster, HpThruster02

My market_ships entry:

[BaseGood
base = Li01_01_base
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, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 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, 0, 0, 1, 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
marketgood = nightmare 13_package, 0, -1, 1, 1, 0, 1, 1

My misc_equip entry:

[Power
nickname = nightmare 13_power01
ids_name = 263721
ids_info = 264721
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 1500
charge_rate = 157
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

My st_equip:

[Thruster
nickname = dummy_thruster
ids_name = 263740
ids_info = 264740
DA_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
HP_child = HpConnect
hit_pts = 8000
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 0
max_force = 0
particles = gf_ge_s_thruster_01
hp_particles = hpthrust
power_usage = 0
lootable = false
separation_explosion = sever_debris
LODranges = 0, 20

My first goods entry:

[Good
nickname = nightmare 13_hull
category = shiphull
ship = nightmare 13
price = 99999
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db

I wish to give you my cmp,mat,dll and xml too but i can`t

Post Tue Mar 09, 2004 4:32 am

What happens? Does it not work? Give it a little bit of force on the dummy thruster, about enough for it to actually do something

See if that helps............

You could give us your files, but if its not working, I dunno what I would do

Post Tue Mar 09, 2004 10:57 am

Ok, i did it

errors in goods entry are:
[Good
addon = ge_thruster_01, HpThruster01 <<<<<This should be ge_S_thruster_01
addon = dummy_thruster, HpThruster02 <<<This should be dummy_thruster_01

errors in st_equip entry are:
[Thruster
nickname = dummy_thruster <<<<< should be dummy_thruster_01

byes and thankzz

Post Mon Aug 09, 2004 12:03 am

TNG or Rebalance allowed multiple thruster hardpoints if i remember right.

_____________________________________________________________


Ahh... sweet simplicity point, click, own.

[EFS Aravis+$_Capt On 24/7 Eagle Utopia

Post Mon Aug 09, 2004 5:23 pm

y would u what 2 trusters.

later


p.s dont look behind u

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