Some bad news for battleship owners. As I'm increasing prices, I'd like people who have them now to pay the difference. I guess it won't be that difficult, since you'll have some time to collect the money - a week.
So, how much you'll have to pay exactly...
Liberty dreadnought - 23 million
Osiris - 26 million
Bretonia battleship - 24 million
Kusari battleship - 24 million
Rheinland battleship - 26 million
Money can be transferred from any of your chars or even from some other's char if the character owner agrees. But the char should have the whole sum, I won't allow partial transfers unless you'll have a very good reason.
Igiss,Jul 30 2005, 01:45 PM Wrote:Some bad news for battleship owners. As I'm increasing prices, I'd like people who have them now to pay the difference. I guess it won't be that difficult, since you'll have some time to collect the money - a week.
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Good news that prices are going up. It's like having a buy now-pay later battleship on hire purchase!
I'll start trading again!
Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons
"Bounty Hunters. We don't need that scum." - Admiral Piett
Igiss,Jul 30 2005, 02:20 PM Wrote:Has anyone of you bought Anubis? does it work?
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The Anubis VHF - yes, my character bandersnatch is causing havoc in one at the moment, shooting up Bowex and Gateway Shipping in Magellan.
It works fine as far as I can tell. It's a shame I'll have to trade it in eventually.
Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons
"Bounty Hunters. We don't need that scum." - Admiral Piett
I'm now testing battleship mass. The results are uninspiring. After increasing Rheinland battleship mass 10 times, the docking capabilities and maneuvrability of the ship became much worse, however the fighters could still push the ship - not as much as previously, but definitely not 10 times less, only 1,5-2 times less. So the negative effect is much more notable than positive. I think we'll have to keep the ship mass intact.
It affects maneuvrability and therefore it affects docking, because the ship cannot find the right course to the docking point. And yes, maneuvrability suffers greatly. It may be realistic, but not at all convenient in Freelancer universe that was designed for smaller player ships.
Igiss,Jul 30 2005, 03:24 PM Wrote:It affects maneuvrability and therefore it affects docking, because the ship cannot find the right course to the docking point. And yes, maneuvrability suffers greatly. It may be realistic, but not at all convenient in Freelancer universe that was designed for smaller player ships.
Igiss, if you can get the above URL to work, there's a thread there which you may or may not have seen...?
Just wondering if you've tried tinkering with Angular Drag and Rotational Inertia - I suppose you must already know about these.
Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons
"Bounty Hunters. We don't need that scum." - Admiral Piett
Yes I did read that long before, but to compensate mass I'll need to drag maneuvrability parameters for a battleship below those of a light fighter, and this will cause... well. Weird ship behaviour.
Important news
You all remember what happened last time I've released 4.74. I had to release a patch the next day to fix weapon problems.
That's why I will no longer release the 4.75 on Lancersreactor. Rather I will beta test it first on our server to track bugs and (if required) change weapon stats. If there's a need for a patch, so there will be a patch. Only then the mod will be submitted to TLR.
What does this mean? I've got two options. First is to beta test with 4.74 version number and then change it to 4.75. Second is to beta test with 4.75 version and make sure that everyone gets the final update. Most probably I will choose the first to ensure that everyone has the only and correct version of 4.75.
So check the forum often to ensure that you'll have the beta when it's available. The beta will be fully playable and will contain all 4.75 features, but again - there might be some bugs and glitches that I haven't noticed. Remember, the beta will be tagged 4.74 and people with original 4.74 will still be able to connect, but will be kicked after some minutes of playing.
Estimated release time - 5-15 hours from the moment when I'm posting this.