An update: I did some work on the ‘equipment’ section (mostly).
While underway, I simultaneously edit KraftFragment to BwPatch format, will be updated once I’ve gone over the entire list.
An update: I did some work on the ‘equipment’ section (mostly).
While underway, I simultaneously edit KraftFragment to BwPatch format, will be updated once I’ve gone over the entire list.
@IrateRedKite ah, thanks, just did some bug fixes from my part that need to be pulled aswell
EDIT: will revert it in the next commit
I added some more stuff to the json payload. No new sections, just some extra offsets and URLs, as well as bug fixes.
Also, I restored the offset format as in the old Limit Breaking 101, as adoxa requested back in the day, to make copy-pasting the offsets easier.
@IrateRedKite Permission to do this for all offsets please.
@Raikkonen thanks, that should work too
@IrateRedKite I added some more offsets to the payload, as well as additional URLs of already added ones and updates/bug fixes.
Since some of the offsets (eg the max credits in MP) date from the lancersreactor.com era, could you perhaps please re-activate the search function over there? I’ve managed to find the original Limit Breaking 101 topic but not much more.
@IrateRedKite Visibility is done
I’ve also come across RL; finally updated KraftFragment.
@IrateRedKite : good to see you back!
Awesome! I’ll get these into KraftFragment on Wednesday or Thursday.
@IrateRedKite lost a little bit of track on the json payload, it is not very easy to see which sections are todo, maybe you can temporarily post the sections todo on KnowledgeBase (including which ones you are planning to do)?
@IrateRedKite Finished the Visibility section (a few minutes too late ).
EDIT: will check tomorrow what the next section for me is gonna be…
@IrateRedKite : I will finish the Visibility section on March 6, after being busy for over two weeks. Apologies for delay.
I updated KraftFragment, it now contains @Venemon s latest offsets.
EDIT: did some work on the json payload.
@IrateRedKite : thanks for replying this fast! I plan to work on the json payload for a few hours a week; some offsets are harder because their origin URL can be tricky to track down.
While the list is under construction, my text-formatted version can be found at KraftFragment, which gets updated regularly. I plan to eventually turn all the offsets to adoxa’s Bwpatch’s format, but that could take a while…
@IrateRedKite: do you plan to actually make the json payload the ‘official’ version of the list and hence discard the current md-based version?
@Venemon Oddly, yes. I don’t know what happened before, as I double-checked. Well, all good now.
EDIT: is there a reason you include the unchanged bytes in your offsets? I omit them in KraftFragment.
Well, for starters, give me the ‘Visibility’ section. Also, “tradelane travel speed” is by Lord of Lunacy, not adoxa. Should I find more mistakes, can I take the liberty to correct them?
EDIT: @Venemon : unfortunately, your “Contact list switch before launch” doesn’t work for me; it switches between ‘important’ and nothing if I alter the ‘04’ byte from Part 1 (even after testing different values).
EDIT2: Ah, I was logged out of github, that’s why I couldn’t edit.
From the 101 list:
range at which an object is no longer "unknown" as well as radar detection range for some solars such as Jump Holes
Freelancer.exe D1750
14000f
~FriendlyFire
Increasing this offset will increase the range at which certain bases as well as Jump Holes will appear on your radar. If you want this effect only for certain bases and not for Jump Holes, that will need a new hack. Alternatively, this may be achievable using types in solar.ini
but I haven’t looked into that thoroughly.
@Venemon : Wow, a nice bunch of offsets you got there! While the reformatting of the list is underway, I’ll keep your offsets in my version of the list at KraftFragment. Your post #1043 actually solves #4 of my to do list! Thanks a lot for that!
From your post #1050: this offset was already found by me in 2015. Be careful to check whether your found offsets are already in the list!
@IrateRedKite said in Dev's Limit Breaking 101 Techniques:
pitch in and take a page to convert to json
I could help with that, especially since I know the history of many of these offsets in the list.
@Venemon:
I actually played around with this offset a few years back while trying to reduce the symptoms of Ship Shaking but never posted it. Anyway credits go to you:
Freelancer.exe 1186F0 0.05f = multiplier for third person view inertia ~Venemon
EDIT: added pull request for the 101 list.
This is an updated version of my original to do list. I intend to regularly keep this list up-to-date, when an item has been resolved or new items are added (by me or others).
fixed by adoxa:Disable PlayerEnemyClamp. original
PlayerEnemyClamp determines how many enemies will attack the player (if the player is not the only enemy of the attacking NPCs). It has two ints, one for minimum and the other for maximum. But I want my NPCs to randomly select target, player or NPC.
solved by foxUnit01 and Why485:state_graph.db. original
how it works
fixed by me:Formation leader independent of escorts. original
A formation leader of a patrol of size >= 2 adapts his behavior to his escorts. For example he turns very slow in order for his escorts to remain in position, and he waits for his escorts (13DF88 in common.dll,which is unfortunately also used by a lot of other things – see Limit Breaking 101). Instead, the leader should operate independently of his escorts, just like the player does. The escorts can still catch up using thruster and formation speed catch up multiplier.
solved by Venemon:Let Autopilot use thruster. original
Especially in formation, like NPCs do.
Let Multiple Ship Patrol launch from base or jumphole/gate. original
This can’t be done because the escorts need to be created simultaneously with the leader - they can’t join formation at a later moment.
original
content.dll, C4C01, 500f, min distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear, M0tah
content.dll, C4C06, 2000f, max distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear, M0tah
This poses a problem when spawn range is big. Instead, it should be from the spawn position, not player position.
Let NPCs use cruise disruptors against engine kill. added by Schmackbolzen on 2016/8/19
To prevent NPCs to always fire cruise disruptor when engine killed, it should only be done when over a certain speed (like thruster speed or custom speed).
Fix NPC patrolling along the vertical axis. added by me on 2017/1/14
As it stands, patrols with behavior = wander
behave weird if the patrol zone doesn’t intersect the y=500
-plane. This is controlled by the variable
Content.dll v1.1 11811C 500f y coordinate patrols with behavior = wander will return to, unless patrol zone doesn’t intersect with that height, in which case strange behavior will occur (freezing at center, etc.)
which I deliberately kept out of the 101 list, since I want this issue fixed, i.e. I want the patrols to pick a random coordinate to fly to next, just as it is now, but in a sphere with a certain radius instead of a fixed patrol height. More details in my original post.
Fix Ship Shaking. original
Make a fleeer cruise all the way. added by me on 2017/7/5
Every 20 or so seconds, a fleeer will drop out of cruise and then about 3 seconds later engage cruise again, even when there are enemies. Of course, he should be cruising all the way. This behavior is also shown by tradep_trade_traders.
Prevent formation leaders from standing still in cruise. added by me on 2017/7/5
This sometimes happens when e.g. a transport is fleeing from pirates but its escorts are engaging the pirates, when a formation enters an ‘important’ zone (such as damage, interference or spacedust), or even when just reaching the next section of the patrol path.
Make traders cruise all the way to the destination. added by me on 2017/7/5
When a trader approaches a jump gate or base to about 3km, he will suddenly drop out of cruise and immediately engage cruise again. Of course, he should be cruising all the way to the destination.
I haven’t tested this thoroughly yet, but it looks like as if this happens when the convoy switches from goto to dock. Thus, a possible fix is to prevent the formation leader from checking the dock distance and instead either dock immediately or dock within dock acknowledge range.
Hint for solving it: ships will cruise all the way to a tradelane.
Enable NPCs to (almost) instantly tractor in loot within range. added by me on 2024/2/4
It annoys me that when I destroy an NPC, some loot will drop, while if an NPC destroys another NPC no loot will drop. However, in order to get rid of this asymmetry, I will need to prevent the opportunity to linger around battles to tractor in loot.
As it stands, an NPC tractoring in loot must face the loot, stand still, and only then can tractor in the loot. In particular this means that NPCs can’t tractor in loot while fighting. Enabling NPCs to instantly tractor in loot (almost) solves the lingering issue. Moreover, it makes them more combat-effective, as the loot can consist of ammo and/or bots/batts.