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There are currently 65 users playing Freelancer on 37 servers.
May. 7, 2021
The Starport Forum Index > All Posts (Vital)

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Re: Dev's Limit Breaking 101 Techniques
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Awesome Adoxa!!1
And glad to see Fox is back!
----------------------------------------------------

Still..... has anyone found any solution to improve that annoying shaking when far from the centre of the map??/

Posted on: 2014/4/30 21:41
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

Skotty. wrote:
For now I just increased the amount of units per cargo container. This works.

long-standing problem. The way you did is the only solution so far

Posted on: 2013/12/8 14:25
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Re: Quick question re: NPCs and jumphole/gates
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Quote:

Skotty. wrote:

There is just one thing you can be sure about: If Freelancer Server


Yeah, the most likely cause

Posted on: 2013/11/23 9:15
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Re: Former aimbot source
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Can it be used for automatic turrets on player ships?

Posted on: 2012/12/12 20:36
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Re: Former aimbot source
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What is aimbot? Something to do with target reticle?

Posted on: 2012/12/12 9:29
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Re: possible explosion issues
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Talking about the fire here...
If a gun has a refire rate with a floating number(say, 0.333333333333333333333333333...), it will have some delay in refiring, about 10 percent. So you'll have to shoot 10 percent longer to kill your target. What is chaingun plugin BTW??

Posted on: 2012/12/4 5:41
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Re: possible explosion issues
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No. The idea is to override FL phenomena that the shield can absorb ANY amount of damage in one shot and the hull will not be damaged.

Posted on: 2012/12/1 19:30
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Re: possible explosion issues
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So is there a way to make hull damaged when the explosion delivers more damage than shield capacity??

Posted on: 2012/12/1 18:21
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Re: Bigger jumpholes
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Thanks a alot. I thougt it was much easier though, simply couple of .ini edits...

Posted on: 2012/11/26 12:44
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Bigger jumpholes
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So, how to make jumphole look bigger?? Just can't find it.
I want to increase it 2 times.
Thanks.

Posted on: 2012/11/25 19:36
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Re: possible explosion issues
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Quote:

F!R wrote:

My other suspect was the fuses - but I d assume,
those should cause a crash every time, they are running.


Try check your fuses, especially collision_groups related, 'cos IF you have some random thingy in fuses the crash may happen not always - that's what came first to my mind.

Posted on: 2012/11/23 20:07
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Re: death_penalty server setting
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Quote:

F!R wrote:
Maybe your ship has a fuse with [dump_cargo] assigned.


Don't think that's the issue. Death_penalty simply does nothing in this case me thinks.

Posted on: 2012/11/23 10:43
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Re: Nanobots/batteries deleting
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Look at 101 in wiki
There are Adoxa's offsets

Posted on: 2012/11/23 10:37
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Re: Plugin(or hack?) request - explosions to non-missile weapons
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Ofcourse I thought about it, but this way it won't "track" targets(target cross is in the same place while the target moves, not ahead of it like with guns), and it won't be able to fire fast withot lag(some ammo is left near you and doesn't fly away).

Posted on: 2012/11/18 17:28
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Re: how can edit rearview inertia?
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So what's the solution, JONG?

Posted on: 2012/11/18 17:23
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