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There are currently 27 users playing Freelancer on 39 servers.
September. 23, 2017

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MultiCruise Beta
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This DLL aims to do one thing: allow each engine to have its own unique cruise speed.

You can get the latest release here.

Credit should be given to ChampsZeWonder for encouraging me to make this - I probably wouldn't have unless he suggested it.

As always, feel free to post comments/bug reports. You can also report bugs on the FL-Forge project page using the Tracker.











links updated

Posted on: 2009/4/15 0:27

Edited by Thaddeus on 2012/7/5 10:18:41
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Re: MultiCruise Beta
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Does this work from the server side only, the client side only or both at the same time?

Posted on: 2009/4/15 0:52
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: MultiCruise Beta
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It's both at the same time. As you probably know, cruise speed is determined entirely on the client. Currently this simply reads from the ini for both client and server. What would be best would be to have the server send out the correct cruise speed to the client and have the client only use that to eliminate any simple cruise speed cheats.

Posted on: 2009/4/15 2:52
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Re: MultiCruise Beta
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Thx Motah ..
it will be very usefull ..

ChampsZeWonder aka CZW

Posted on: 2009/4/15 7:31
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Re: MultiCruise Beta
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Quote:
Flying in formation in cruise with ships that have different cruise speeds doesn't work too well.


Unfortunately this has always been a problem in FL, multiple engine speeds break multi-ship encounters, Argh's xml toolkit is a prime example. His modifications to engine specifics & mass broke every encounter, you know something's wrong when you watch a transport & it's 2 escorts take 10 minutes to go from Trenton to Newark, they keep jumping into & out of cruise.
Alcander's hack did exactly the same (when it wasn't locking up your PC).

The only way around this is to have the NPC's travelling at the same speed, this means two sets of engines, one set with variable speeds for the players, and the second set left as vanilla (or slightly quicker).

Posted on: 2009/4/15 15:18
**shuffles of with a new headache**
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Re: MultiCruise Beta
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Why not put a special engine with a fixed cruise speed for all the npc's, but to keep the game balanced boost them in some other things, such as lowering the thruster consumption, etc.

EDIT: After installing the mod, how to define the cruise speed of an engine? I experimented with this a long time before so I don't really remember.
Is it the max_cruise_speed = (value) in engine_equip.ini?

Posted on: 2009/4/15 17:03
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Re: MultiCruise Beta

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You also have to watch the values in the constant.ini.

CRUISING_SPEED = xxxx
ANOM_LIMITS_MAX_VELOCITY = xxxx

Posted on: 2009/4/16 2:19
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Re: MultiCruise Beta
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Quote:

After installing the mod, how to define the cruise speed of an engine? I experimented with this a long time before so I don't really remember.
Is it the max_cruise_speed = (value) in engine_equip.ini?
Quote:
Configuration: Edit MultiCruise.ini.

Posted on: 2009/4/16 8:36
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Re: MultiCruise Beta
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I see. How could I miss that file. :-[

Posted on: 2009/4/16 13:53
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Re: MultiCruise Beta
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Thanks M0tah !

You once again to create the miracle ! ;D

Posted on: 2009/4/25 20:58
Open in new window

The mod is only me working on it.
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Re: MultiCruise Beta

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I don't think I will publicly release the source code at this time, but I am somewhat undecided on this. Thoughts?


You should definitely release the source. Enough revere engineering and someone (if not you) could figure out how to do the same with Tradelanes (idea). If nothing else, someone could figure out how to fix some of the bugs, and maybe (far shot) figure out a way to have the game balance the cruise speeds when they're multiples. IDK, just speaking my mind...

Posted on: 2009/4/25 22:40
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Re: MultiCruise Beta
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would be cool to calculate the speed depending on the weight of the ship + cargo and the capability of the engine -> Big Heavy Freighter -> slow acceleration -> long slowdown -> not so high cruise speed

that would be really cool!

Posted on: 2009/4/25 22:44
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Re: MultiCruise Beta

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can't you do that with mass?

Posted on: 2009/4/25 23:16
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Re: MultiCruise Beta
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Quote:

Quote:

I don't think I will publicly release the source code at this time, but I am somewhat undecided on this. Thoughts?


You should definitely release the source. Enough revere engineering and someone (if not you) could figure out how to do the same with Tradelanes (idea). If nothing else, someone could figure out how to fix some of the bugs, and maybe (far shot) figure out a way to have the game balance the cruise speeds when they're multiples. IDK, just speaking my mind...
Well, the reason I don't want to release the source is because it could potentially be used for cheating.
That said, if anyone wants to take a shot at improving this just let me know and I'll probably add you to the project at the forge. Once you're a project member you'll be able to get the source.

Quote:

can't you do that with mass?
Nope, mass doesn't affect either the acceleration or top speed of a ship in cruise.

Posted on: 2009/4/26 2:20
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Re: MultiCruise Beta

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so what's the point to mass at all then?

Posted on: 2009/4/26 3:08
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