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38 servers. | September. 28, 2023 |
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Re: Questions about SUR format |
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What a time for me to have a nostalgia trip lol
Okay digging this out of the depths of my brain as it's been about 9 years since I last looked at a SUR, hell it's been nearly 9 years since I last looked at Freelancer. 4. Is shrinkwrap mesh (type 5) necessary? - if this is what I think it is then it depends on how you built the item your slapping a SUR on. They are designed to spread the damage to everything they cover, for example a wing on a ship that can be blown off, if it has a couple of hardpoints then anything on those hardpoints takes some damage when the wing is damaged directly.
Posted on: 2018/8/14 21:30
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Re: A couple questions about editing / modifying vanilla FL |
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It's been 3 years and I don't have any of my files handy, but iirc you can change the root_health_proxy so the collisiongroups no longer leech health from the hull, there is a problem with this though, each component's health is added to the health bar in game, so you could find yourself dead with more than half your health bar still full as you can't tell when your hull has reached critical.
You'll be fine as long as you keep the total HP of your collisiongroups to less than 30% of the hulls HP, over that and your hull armor starts to get a little thin ![]()
Posted on: 2012/7/10 13:32
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Re: A couple questions about editing / modifying vanilla FL |
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Quote:
Yes Quote:
Yes CollisionGroups are designed so it looks like your ship has been in a fight, ie missing parts and sparks & flame coming from the damaged end, and yes that does mean any equipment on it gets destroyed as well, which is why you'll find vanilla ships have most of thier equipment attached to the Root. Quote:
You'll find that it's more a case of just not being common knowledge, most custom ships don't have destructable components built in, so there is no need for most to learn about CollisionGroups. It's only when you try to replicate what Digital Anvil did to their ships that you start to understand these things.
Posted on: 2012/6/29 16:43
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Re: A couple questions about editing / modifying vanilla FL |
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You have to be carefull when modifying the hitpoints in the CollisionGroups, as they share the overall hitpoints for the ship.
A ship with 10k hitpoints and 4 CollisionGroups with 200 hitpoints each, means that the ships hull only has 9200 hitpoints. So if you go nuts you could end up with a ship with a tissue paper hull that gets killed with 1 shot.
Posted on: 2012/6/28 15:23
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Re: Question for New Space sim ..... |
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I haven't seen anyone mention TAIKODOM, I only played it for a few hours but from what I've seen it's very much like FL, only drawback is that it's in Brasilian, so the constant jumping between the game & google translate just to understand the mission briefing spoiled it for me.
Posted on: 2012/5/15 11:21
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Re: Please Insert CD-ROM |
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is it an original Microsoft CD or the budget release version?, are you using vanilla FL or running a mod?
Only the original Microsoft Freelancer.exe will ask you for the CD, as it's only the original disc that has the CD security built into it that the .exe is looking for. Which means your either using the budget version and are running a mod that uses the original .exe, or your CD is a copy/pirate of the M$ version.
Posted on: 2012/4/10 3:19
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Re: Star Trek Online |
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That is one of the problems with the game, it's way to easy to level up, just doing the Featured Episodes will have you at lvl 50 before you've finished them, and that's without doing any of the other mission and events.
Don't forget you also have the Klingon side to do, so your not finished yet ![]()
Posted on: 2012/2/10 12:31
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Re: Star Trek Online |
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gratz on getting to Admiral LS, I'm still a bit behind you, but then I do have 3 characters on the go
![]() I take it you got your free Federation & Klingon ships for the event that's on atm My 3 toons are - Kajada@bejaymac <-- Fed Bejaymac@bejaymac <-- Fed Aze'bur@bejaymac <-- Klingon so if you see me give us a shout ![]()
Posted on: 2012/2/4 14:41
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Re: A .sur File Issue That Has Me Stumped |
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FLMT has an issue where it holds onto the old settings of the CMP, so when you resize a SUR your getting the wrong settings.
If it's still Anton's original that's available then you have to load the CMP, resize it, save it, close the app, restart it, load the resized CMP, then you can resize the SUR to the CMP.
Posted on: 2011/8/18 13:00
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Re: Sur file = memory issue? |
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You answered your own question when you started removing the SURs and the crashes stopped.
From my experiences I can say SURs are very touchy, they can lockup/CTD anywhere from launch of the game to the destruction of the ship.
Posted on: 2011/8/18 12:38
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Re: Obj sur build problem. |
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Quote:
No SUR does even vanilla SURs have a 1%-2% miss rate with guns. Quote:
As well as Gisteron's suggestion check the number of HpFire you have on the weapons, even vanilla weapons with 2 or more HpFire were silent.
Posted on: 2011/7/20 1:17
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Re: CMP to SUR Conversion Tests |
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*Scratches Head*
Could someone point me to the part of my post where I belittled BullWinkle & LS's work, cause I sure as hell can't find it. It's the exact opposite, I'm all for the SUR Builder and any other tool that makes it easier to get models into FL. The problem is that even with a SUR Builder working as ST wants it, the CMP has to have been done right otherwise the SUR wont work, and in my experience that's the part most fail on, either because they hate using Milkshape (too basic for them), or because they have little or no modelling experience (not knowing how to use the CMP exporter properly doesn't help either), that is what my post was about. Eh! the only SURs I've ever done with the splicer are the ones I did for Gibbon's Galactica 2.0 mod, and a couple of starlancer ones I was working on before my last visit to the loony house, haven't built a SUR since I got out, you never know I might just finish them one day. It's the Exporter for me, 5 years of practise means that only "shrinkwrapped" SURs fail for me, and only because that part of the exporter is F***ed.
Posted on: 2010/7/21 2:29
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Re: CMP to SUR Conversion Tests |
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You lot do realise that even if you do get a SUR Builder that does what you want, that you will still have a #$%%-load of work to do in Milkshape to get the mesh in the CMP into the right state, otherwise you'll never get the SUR Builder to make a SUR that works.
Here's a swift knee in the nuts for you, when I'm making a "skintight" SUR 60-70% of the work I do is getting the mesh that goes into the CMP & the CMP itself done right. So if you can't figure out how to make a SUR using my methods with the exporter or Dev's methods with the SUR Splicer, then you are still going to be in the dark with the SUR Builder. Time to learn how to use Milkshape properly, rather than as an import/export tool.
Posted on: 2010/7/20 11:29
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Re: 3DB exporter problem |
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Ältere Versionen von Milkshape funktionieren nicht so gut mit Vista & Windows 7, versuchen Sie es mit den neueren Versionen statt.
{Goggle translation ![]()
Posted on: 2010/7/7 21:13
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Re: HardCMP and Quad Cores |
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The engine Colin used when he upgraded HardCmp requires your graphics card/chipset to have full OpenGL support built into it, and most Intel chipsets only have the basic support built into them.
The version of Freelancer Explorer that came out at the same time uses this engine for some of it's newer features, so expect it to crash on you as well.
Posted on: 2010/7/6 11:06
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