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There are currently 102 users playing Freelancer on 84 servers.
June. 19, 2013

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Remove Cruise
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Okay, pretty simple idea here, but a search turned up nil.

I want to remove the ability to engage cruise. That's really it.

I presume it's (unfortunately) a hack, unless I've missed something while looking through engine entries.

Thanks for your time!

Posted on: 2011/10/31 12:06
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Re: Remove Cruise
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Just set

cruise_charge_time = 50000

or another high value.

It's not removed, but after an hour or so the players usually
get bored, waiting for cruise to engage.

Posted on: 2011/10/31 13:49
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Re: Remove Cruise
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an flhook plugin that disables cruise or you could try setting the global cruise speed constant to 0.

Posted on: 2011/10/31 14:34
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Re: Remove Cruise
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Yeah, I've already decided on just having a useless speed as a workaround for it.

I'd just prefer it if it wasn't around at all (For my purposes, of course)

Posted on: 2011/10/31 14:48
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Re: Remove Cruise
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What about removing the key from Keymap and Keylist.ini?

Posted on: 2011/10/31 16:17
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Re: Remove Cruise
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Quote:

Xalrok wrote:
What about removing the key from Keymap and Keylist.ini?


haha, thats what i was thinking. just remove the option to do it and you dont have to do anything too crazy with hooks and stuff.

Posted on: 2011/10/31 17:13
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Re: Remove Cruise
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But npcs would still try to use it, and players could put the key back...
But what about making cruise drain very much power?

Posted on: 2011/10/31 18:44
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Re: Remove Cruise
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Yeah, I'd thought about just removing the key, too.
Like Quarks said, they could easily edit the files and put it back in.

Massive energy drain + no speed might work well actually Quarks, might even work as a way of surrendering.

Gonna be a bit of a shock to anyone that didn't read the readme.

Posted on: 2011/11/1 3:44
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Re: Remove Cruise
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Will "m-m-massive" energy drain effect NPC's if they have infinite power supplies? Also, what will happen to things like catching up with formations you join.

Posted on: 2011/11/1 18:30
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Re: Remove Cruise
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That is a good point, at least for npcs it should be possible that nobody notices they are cruising, by making cruise as fast as normal flight, and by removing tha additional effects and sounds. Question is: Do they stop cruising when they should do so?

Posted on: 2011/11/1 21:06
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Re: Remove Cruise
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I'm putting this on a Total Conversion, so the only NPCs about will do what I tell them to do. D:<

Results of some tests:

Incredibly high energy drain (IE: 1000000) appears to be bugged, the core will recharge sometimes before dropping back to zero. Of course, no problem as 10k works fine.

0 Cruise Speed works as you can imagine on the box, you just sit there. Couple with the energy drain, you're dead in the water. It's not a 'problem' per se, but the engine effect remains; it's quite amusing to see a huge jet of fire coming out the back of a Rhino while it sits motionless. This is a key reason why I'd like it disabled completely.


On a related note; adding power drain to the engines is quite cool. It pulls power relative to the amount of throttle, so I could imagine some really interesting battles if the feature was used; slowing down to unleash on your opponents then losing the ability as you speed up to evade their return salvo.

Don't plan on using it, but it's interesting nontheless.

Posted on: 2011/11/2 3:40
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Re: Remove Cruise
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Easiest way I've found is to crank up cruise charge time. If you engage cruise you get stuck in charging, but visually nothing happens until like 20-30%, which could take a long time if charge time is a few years

For bonus points, make cruise disable time very large too and make every weapon cruise disruptors. I've never tried that myself but it should work.

Posted on: 2011/11/2 13:11
"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: Remove Cruise
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Just make cruise speed same as the ship speed??

Posted on: 2011/11/3 9:03
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Re: Remove Cruise
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I think I might go with FF's idea.
I'll be honest, I didn't think to put the charge time insanely high.

Posted on: 2011/11/3 12:52
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Re: Remove Cruise
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Quote:

Bobthemanofsteel wrote:
I think I might go with FF's idea.
I'll be honest, I didn't think to put the charge time insanely high.


lol it was the first thing somebody suggested in the thread

Posted on: 2011/11/3 21:19
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