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There are currently 66 users playing Freelancer on 37 servers.
May. 7, 2021
The Starport Forum Index > All Posts (Vital)

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Re: The Great What Are You Listening to Thread ;D
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Brian May

Posted on: 2008/9/30 21:01
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Re: Energy Drinks
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Well, have no addiction at the moment.
Don't be fond of them.
Energy drinks are stimulants, not modulators, they can be harmful.

Posted on: 2008/9/30 20:54
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NPC jumpgate docking problems(fighters), HpDockmounts questions
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Hi again(after really long time no see, been busy practicing this summer).

So, the question:
ummm, the problem I've encountered first:

I've changed patrol formations

before:
[Formation]
nickname = fighter_rh_p
pos = 0, 0, 0
pos = -45, 0, 14
pos = 45, 0, 14
pos = -90, 0, 26
pos = 90, 0, 26
pos = -135, 0, 40
pos = 135, 0, 40
pl_pos = 0, -50, 105

after:
[Formation]
nickname = fighter_rh_p_patrol
pos = 0, 0, 8100
pos = -45, 0, 8114
pos = 45, 0, 8114
pos = -90, 0, 8126
pos = 90, 0, 8126
pos = -135, 0, 8140
pos = 135, 0, 8140
pl_pos = 0, -50, 8205

As you can see, I've moved all the ship positions 8100 meters back, so that they spawn 10600(2500+8100) away from the player(that seems to be the only way to make patrols spawn further than 3.0k away from the player).

But I've found 1 drawback
They can't dock with jumpgates

They dock with everything(so far I've tested dockrings, bases, jumpholes), but can't dock with jumpgates.
They start the docking manuver, jumpgate opens, but instead of docking they start to spin around in sircles in one place with their docklights blinking.

If  one ship of the formation has 0, 0, 0 position, it dosn't matter how far the others, they dock well(firstone goes first, others follow).  It works till approximately 0, 0, 220 position, after this they start docking manuver, and... fly away from the gates about 5-6k, turn around, start docking manuver  and it all repeats, if the ships a more then 5-6 k from the centre of formation, they just start spining around with their docklights blinking.
It's impossible to dock while they are trying.

I think it's something with AI behaviour  or HpDockmounts.

The questions:
What's the difference between jumpgte,/jumphole/base/dock ring docking?
What do HpDockMountA HpDockPointA01 HpDockPointA02 mean?

AND HOW TO make them dock properly???????

Any ideas.

Thanks.



Posted on: 2008/9/17 23:07
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Re: Capital use weapon
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Never heard of this.
Try to look in pilots_population to edit pilot.
Or simply give a battleship pilot_military_ace and see what happens

Maybe it is all about weapons(low possibility).

Posted on: 2008/9/13 12:07
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Mb per hour, connection speed
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I have some connection speed related questions:
Will there be any significant difference between 512, 320 and 256kbps while playing online(for example some spacesim), if the game will consume not more than 115.2 MB per hour? 256kbps is 115.2 MB per hour, 320 is 144MB per hour, 512 is 230.4 MB per hour max download speed, that's why I decided to ask about traffic consumption of the game.
(I can hardly remember a game that eats more then 110MB per hour(assuming that framerate is not way too high and are normal, 100-150 per second), so if any game including this one will consume max less then 115.2 MB per hour(linage 2 does no more than 100mb during sieges, read on some forum), then there's no use to have higher speed connection(for game purposes). Am I right here guys?.. Or those MB per hour in games are only incoming traffic consumption, and the client also sends much information to sever, so that with 256kbps I will be able to receive not more than, let's say, 115.2/2 = 57.6 MB per hour?

And how about traffic consumption of different online games, spacesims and FPS? I guess FPS eat much more traffic.
Anybody knows?

Posted on: 2008/8/28 13:56
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Creating collision groups
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Hi, long time no see...
Where can I find a tutorial on making collision groups?
Ship creating tutorial will suit here?

Thanks.

Posted on: 2008/8/28 8:27
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Re: About "formations.ini"
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JONG, you need "Trying to understand encounters" tutorial by Buck Danny, it's here in downloads section

Posted on: 2008/6/15 16:16
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Some questions on asteroid fields
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I have some q-s about asteroid fields.
1). It is possible to make big dynamic asteroids and to make these big dynamic asteroids move(or stand still and to move only when you collide with them, and make them destructible--->fall to pieces-->destroy pieces--->get loot) and to make another field in the same place with smaller asteroids like those that can be shoot for loot so that it all will look like an ordinary field but with more mining options, and will it look as nice as it is described above, any drawbacks or lag?
2.) Is it possible to make those dynamic asteroids(meaning normal fields here) to be destroyed by explosion? But I tried to, but could not. Maybe I should add impulse to explosion? Where the trick can be here? I doubt they have explosion_resistance entry...? I want some kind of mine for mining.
3.) Is there any way to make asteroids destructible without making them dynamic?

Posted on: 2008/5/18 15:42
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