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constants

Overview

The constants ini type keeps a lot of standard constants that are used throughout the game. Credits go to indivisible for finding the additional constants.

Vanilla Examples

  • DATA\constants.ini

Syntax

Each of the following sections can only be written once, preferably in the order shown. If a parameter is shown as being optional, it means it is not in the file by default and is instead set by hardcoded values within the game's DLLs. Only add optional values as needed.

[Constants]

[Constants]
COLLISION_DAMAGE_FACTOR = FLOAT
MUSIC_CROSS_FADE_DELAY = FLOAT
MUZZLE_CONE_ANGLE = FLOAT
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = FLOAT
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = FLOAT
MAX_PLAYER_AMMO = INT ;optional
FIRE_FAILED_DELAY = FLOAT ;optional
FIRE_FAILED_SOUND = STRING ;optional
SND_CARGO_JETTISONED = STRING ;optional
JETTISONED_CARGO_VELOCITY = FLOAT ;optional
LOOT_UNSEEN_RADIUS = FLOAT ;optional
LOOT_UNSEEN_LIFE_TIME = FLOAT ;optional
LOOT_OWNER_SAFE_TIME = FLOAT ;optional
ParameterInformation
COLLISION_DAMAGE_FACTORDefault: 0.5 (0.25 if removed)

Range: 0 to ∞

Multiplier of an arbitrary collision damage value. The higher this is, the more damage players will get upon colliding with something. NPCs do not seem to be affected by this.
MUSIC_CROSS_FADE_DELAYDefault: 10 (30 if removed)

Range: 0 to ∞
MUZZLE_CONE_ANGLEDefault: 40 (90 if removed)

Range: 0 to 180

Cone in degrees around which a gun may fire, despite not being able to directly aim at the target. This means projectiles will actually fire from a bent angle when seen from the cannon. Use force_gun_ori to override this when defining a Gun. This constant only affects players.
PLAYER_COLLISION_GROUP_HIT_PTS_SCALEDefault: 3 (1 if removed)
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALEDefault: 5 (1 if removed)
MAX_PLAYER_AMMODefault: 50

Range: 0 to ∞

Defines the maximum ammunition count a player can have for any ammunition type. Note that this is a per-type limit, so every different missile, mine, cruise disruptor, etc. will have its own limit. Does not affect any other cargo.
FIRE_FAILED_DELAYDefault: 1

Range: 0 to ∞

Delay after which the "fire failed" sound will be played. This is used mainly when cruising or in tradelanes to denote the impossibility to fire.
FIRE_FAILED_SOUNDDefault: fire_dry

Nickname of the Sound to be played when firing is disabled.
SND_CARGO_JETTISONEDDefault: cargo_jettison

Nickname of the Sound to be played when jettisoning cargo.
JETTISONED_CARGO_VELOCITYDefault: 10

Range: 0 to ∞

Speed at which the cargo will be expelled from the ship.
LOOT_UNSEEN_RADIUSDefault: 2500

Range: 0 to ∞

Distance over which loot is considered to be "unseen", starting the countdown from the value defined below.
LOOT_UNSEEN_LIFE_TIMEDefault: 60
LOOT_OWNER_SAFE_TIMEDefault: 1

Range: 0 to ∞

[EngineEquipConsts]

[EngineEquipConsts]
CRUISE_DISRUPT_TIME = INT
MAX_DELTA_FX_THROTTLE = FLOAT
THROTTLE_STEADY_TIME = FLOAT
THROTTLE_ATTEN_MOD_RANGE = FLOAT
DELTA_THROTTLE_ATTEN_MOD_CHANGING = FLOAT
DELTA_THROTTLE_ATTEN_MOD_STEADY = FLOAT
CRUISE_STEADY_TIME = FLOAT
DELTA_CRUISE_ATTEN_MOD_STEADY = FLOAT
CRUISE_ATTEN_MOD_RANGE = FLOAT
MAX_ENGINE_FX_THROTTLE = ? ;optional
CRUISE_DRAG = FLOAT? ;optional
CRUISE_ACCEL_TIME = FLOAT ;optional
CRUISING_SPEED = INT ;optional
ParameterInformation
CRUISE_DISRUPT_TIMEDefault: 5

Range: 0 to ∞

Time during which cruising is disabled after being hit by a cruise disruptor.
MAX_DELTA_FX_THROTTLEDefault: 0.250000
THROTTLE_STEADY_TIMEDefault: 0.500000
THROTTLE_ATTEN_MOD_RANGEDefault: 0.500000
THROTTLE_ATTEN_MOD_RANGEDefault: 8.000000
DELTA_THROTTLE_ATTEN_MOD_CHANGINGDefault: 8.000000
DELTA_THROTTLE_ATTEN_MOD_STEADYDefault: -1.000000
CRUISE_STEADY_TIMEDefault: 2.000000
DELTA_CRUISE_ATTEN_MOD_STEADYDefault: -1.000000
CRUISE_ATTEN_MOD_RANGEDefault: 8.000000
MAX_ENGINE_FX_THROTTLEUnknown
CRUISE_DRAGDefault: 1

Range: -128 to 128 (a short)

Defines the speed-change in cruse mode. Negative values cause a higher sloth, high values a very low sloth.
CRUISE_ACCEL_TIMERange: 0 to ∞
CRUISING_SPEEDRange: 0 to ∞

Speed when in cruise mode. In order to show the true speed in the game (by default it always shows 300), editing freelancer.exe is necessary.

[ShieldEquipConsts]

[ShieldEquipConsts]
HULL_DAMAGE_FACTOR = FLOAT
ParameterInformation
HULL_DAMAGE_FACTORDefault: 0.500000

Range: 0 to ∞

Multiplier of the hull damage that will be applied to shields. This means that a weapon will actually do energy_damage = energy_damage + hull_damage * HULL_DAMAGE_FACTOR with the energy_damage value being set in the weapon's section.

[PhySysConsts]

[PhySysConsts]
MATERIAL_FRICTION = FLOAT
MATERIAL_ELASTICITY = FLOAT
DEFAULT_LINEAR_DAMPING = FLOAT
DEFAULT_ANGULAR_DAMPING = FLOAT, FLOAT, FLOAT
RC_MAX_DELTA_ORIENTATION = ? ;optional
RC_MAX_DELTA_POSITION = ? ;optional
GOLEM_ANGULAR_DAMP_FACTOR = ? ;optional
GOLEM_TORQUE_FACTOR = ? ;optional
GOLEM_DAMP_FACTOR = ? ;optional
GOLEM_FORCE_FACTOR = ? ;optional
GOLEM_MAX_TORQUE = ? ;optional
GOLEM_MAX_TRANSLATION_FORCE = ? ;optional
GOLEM_DELTA_ORIENTATION = ? ;optional
GOLEM_MAX_DELTA_POSITION = ? ;optional
GOLEM_CHILD_ANGULAR_DAMP = ? ;optional
GOLEM_CHILD_LINEAR_DAMP = ? ;optional
GOLEM_CHILD_MASS = ? ;optional
RMGR_LOOK_AHEAD_MIN_SECONDS_INTRA = ? ;optional
RMGR_LOOK_AHEAD_MAX_DISTANCE_INTRA = ? ;optional
RMGR_LOOK_AHEAD_MIN_DISTANCE_INTRA = ? ;optional
RMGR_LOOK_AHEAD_MAX_RADIUS_INTRA = ? ; optional
RMGR_LOOK_AHEAD_TIME_INTRA = ? ;optional
RMGR_LOOK_AHEAD_MIN_SECONDS_WORLD = ? ;optional
RMGR_LOOK_AHEAD_MAX_DISTANCE_WORLD = ? ;optional
RMGR_LOOK_AHEAD_MIN_DISTANCE_WORLD = ? ;optional
RMGR_LOOK_AHEAD_MAX_RADIUS_WORLD = ? ;optional
RMGR_LOOK_AHEAD_TIME_WORLD = ? ;optional
MIN_TIME_BETWEEN_COLLISIONS = ? ;optional
ANOM_LIMITS_MAX_ANGULAR_VELOCITY_PER_PSI = ? ;optional
ANOM_LIMITS_MAX_VELOCITY = ? ;optional
MAX_SPAWNED_MINDIST_COUNT = ? ;optional
PHYSICAL_SIM_RATE = ? ;optional
ParameterInformation
MATERIAL_FRICTIONDefault: 0.100000
MATERIAL_ELASTICITYDefault: 0.900000
DEFAULT_LINEAR_DAMPINGDefault: 0.500000
DEFAULT_ANGULAR_DAMPINGDefault: 0.200000, 0.200000, 0.200000

[CommConsts]

[CommConsts]
COMM_PLAYER_FAR_DIST = FLOAT
COMM_PLAYER_FAR_DIST_ATTEN = FLOAT
CHATTER_MAX_DIST = FLOAT
CHATTER_MAX_DIST_ATTEN = FLOAT
CHATTER_START_ATTEN = FLOAT
COMM_CONFLICT_PRIORITY_CUTOFF = INT
WALLA_MAX_DIST = FLOAT
WALLA_MAX_DIST_ATTEN = FLOAT
WALLA_START_ATTEN = FLOAT
WALLA_PRIORITY_CUTOFF = INT
ParameterInformation
COMM_PLAYER_FAR_DISTDefault: 6000.000000

Range: 0 to ∞

Distance from which a player is considered to be "far" from a communications point of view.
COMM_PLAYER_FAR_ATTENDefault: 0.000000
CHATTER_MAX_DISTDefault: 3500.000000

Range: 0 to ∞

Distance over which players will not hear comms chatter from NPCs.
CHATTER_MAX_DIST_ATTENDefault: -16.000000
COMM_CONFLICT_PRIORITY_CUTOFFDefault: -3
WALLA_MAX_DISTDefault: 3500.000000
WALLA_MAX_DIST_ATTENDefault: -24.000000
WALLA_START_ATTENDefault: -8.000000
WALLA_PRIORITY_CUTOFFDefault: -3

[AsteroidConsts]

[AsteroidConsts]
MAX_ASTEROID_LOOT_DAMAGE = FLOAT
MAX_LOOT_PER_ASTEROID = INT
ParameterInformation
MAX_ASTEROID_LOOT_DAMAGEDefault: 20000.000000

Range: 0 to ∞
MAX_LOOT_PER_ASTEROIDDefault: 3

Range: 0 to ∞

Maximum loot count that can be found in a single asteroid (upon destruction).

[ThrusterEquipConsts]


[ThrusterEquipConsts] ;optional
OUTSIDE_CONE_ATTENUATION = ? ;optional
OUTSIDE_CONE_ANGLE = ? ;optional
INSIDE_CONE_ANGLE = ? ;optional
MIN_VOLUME_FORCE = ? ;optional
MAX_VOLUME_FORCE = ? ;optional
EXTERIOR_SOUND_NAME = STRING ;optional
INTERIOR_SOUND_NAME = STRING ;optional
ParameterInformation
OUTSIDE_CONE_ATTENUATIONUnknown
OUTSIDE_CONE_ANGLEUnknown
INSIDE_CONE_ANGLEUnknown
MIN_VOLUME_FORCEUnknown
MAX_VOLUME_FORCEUnknown
EXTERIOR_SOUND_NAMEUnknown
INTERIOR_SOUND_NAMEUnknown