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There are currently 27 users playing Freelancer on 38 servers.
April. 14, 2021

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Star Trek Mods
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Any good Star Trek mods, or ship packs that anyone knows about? I'm wondering if I should try to get my local Star Trek club into Freelancer.

Posted on: 2013/7/15 4:13
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Re: Star Trek Mods
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There were comp mods that had Star Trek in them, but sadly, no single ST total conversion was ever developed. I always meant to get a TMP era mod produced, but it just never happened. Maybe after we get FWTOW out I'll tackle it.

Posted on: 2013/7/15 7:44
"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan
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Re: Star Trek Mods
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Nightstalkers Universe has got a very good Star Trek section in his mod, along with other themes. Well worth looking into.

Warped Edge SSM mod is also Star Trek themed with a good selection of ships.

There may well be other mods, but the above two are the ones that spring to my mind straight away.

Posted on: 2013/7/15 7:48
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Re: Star Trek Mods
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SSM has over 200 ST ships in it and is based on the ST universe, it is probably the closest you will get to a Star Trek mod out there. Never release the STC mod (Star Trek total conversion) so the main 2 that are trek related are NU and SSM.

Posted on: 2013/7/15 11:25
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Re: Star Trek Mods
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Is a Star Trek total conversion something this community could do? I know each TC has it's own server and site, etc. I wonder if it's possible to pull together some modders to work on something like this. I just happen to have in my possession a interwebs server with 2 complete processor drawers (4 CPU per drawer). I've tested it with vanilla and it works great. It may be useful as a dev server, one as a alpha/beta/live, one as a dev. It has a pro Cisco switch so as long as I provide a decent ISP mbps/upload it can handle a pretty decent load. As a nod to FF, the CPU's and RAM are a bit dated, but I've been checking around and the processors and memory are upgradable.

But back to my original thought, has anyone considered a Star Trek TC mod? I've got a bunch of guys that love ST. The "official" MMORPG is cool, but I think the Freelancer engine has very good possibilities.

Posted on: 2013/7/16 3:16
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Re: Star Trek Mods
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The main reason nobody's done one is that Freelancer can't handle proper beam weapons for shit, and Star Trek is basically defined by beam weapons.

Posted on: 2013/7/16 4:10
"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: Star Trek Mods
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FriendlyFire is right. FL can't handle beam weapons. However, with an insanly high refire rate, it could be made to look like beam weapons. Some examples can be seen on Nightstalkers mod.
But with the low player numbers these days, would a modder really want to tackle a project like this? I would go with the SSM mod or Nightstalkers to be honest.

Posted on: 2013/7/16 7:45
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Re: Star Trek Mods
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Don't forget that.

We can make a sort of burst that can define the number of projectiles launched in the interval of time when the FX is running. But I don't really think it can be done in Freelancer engine. If Adoxa can make a plugin for that, it could be cool.

Posted on: 2013/7/16 12:07
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Re: Star Trek Mods
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The hack using the fire effect means the beams are always of a fixed length, even if they hit something closer. It looks really bad.

Using high refire rate means the beam curves when you aim and you can see the individual shots then. It's also a major server performance issue.

Posted on: 2013/7/16 15:22
"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: Star Trek Mods
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If you combine the 2 method you can get the best result.
I don't know if FL can handle long muzzle flash (Iron 118's Beams) and "beamed" projectile FX together, I can try.

Posted on: 2013/7/16 15:45
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Re: Star Trek Mods
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Yea, FF is right. with no decent beam, there is no decent ST mod. Even the hack doesn't really do the required effect justice. I wonder if folks will be happy to fly around shooting photons at each other? A real Trekkie? No way.

Posted on: 2013/7/17 1:19
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Re: Star Trek Mods
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Yep, it's sadly the truth. But I noticed in Nexus TJI that beams are the same as FL and there is a Star Trek mod.

Star Trek Mod for Nexus TJI

Posted on: 2013/7/17 16:57
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Re: Star Trek Mods
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Nexus has properly implemented beam weapons, so I'm not sure what your point is.

Posted on: 2013/7/17 20:01
"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: Star Trek Mods
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My point is that Nexus' beams are one shot one hit.

It is one sound = one damage, just like in FL. But FX are stopped by the mesh in Nexus, not in FL with Iron118's beams.

And look at this video http://www.youtube.com/watch?v=K95ygPi76cs especialy at 2 min 38 sec.

Posted on: 2013/7/17 20:42
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Re: Star Trek Mods
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I'm building something that may be called a vanilla Trek-ification but its on deep hiatus currently and it isn't in any way designed to be a Trek based mod, apart from visuals (which has its balancing challenges). As for beam weapons... well, you gotta compromise there, that's true. But that's the advantage one can have when not building something that resembles canon Star Trek and thus rationalising away all the issues. I suppose they could be implemented but that would totally ruin the spirit of fighting the limitations of an outdated game for its own sake

Posted on: 2013/7/17 21:24
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