That's where you should use FLExplorer as much as you can. I suggest using angles from existing rings and test, sooner or later you'll find the version that you like. Ring angle is a major problem, I was unable to figure out how to make it exactly the way I want. On the other hand, rings like Fuchu.ini and Ross.ini contain asteroids within. Otherwise flying through your ring will be an annoying experience - for example, a lava.ini ring looks like a transparent plastic disc that you can fly through. ini you are going to use has 2nd entry for what the ring contains. Rings? rings are good, but when adding them you'd better check if the ring. The spin should be low, like original planets. I'll make a standalone Spinning Planets mod for Discovery. But it doesn't look very good in most environments.ĭo not add spin. A red giant near a blue dwarf may be astronomically explainable. The good way to do this is to place a ringed planet inside a star (I'm not absolutely sure if it works, but it should). So I usually move centers of two objects some 50 units away from each other (for example, one is 40000, -4000, -70000 another is 40050, -4000, -70050).ĭon't make large Border and Edge World systems! Better make smaller more dense one, with more objects etc., that's why players love existing Border Worlds.Īdd rings to sun if you wish. I've read that placing two ellipsoids in one place causes crashes. Note about asteroid field nebula objects (like Badlands, or many ice clouds). What if you create a sun in FLExplorer and move it 8 km above Z=0? Well, fine, but don't forget to move death zone along with it. Solution? Move those objects to remote places of the system. Generally objects that are down from player and up from player are not seen. Nice? Yes, but if you never dogfight above Manhattan or nearby you'll never even see it. Imagine a planet 50k above Manhattan for example. Players are used to the fact that objects are all in one plane. Placing large solars, like suns and planets, far below other solars will make navigation confusing. If you do, make sure to give clues how to get to them. First of all, do not make bases and settled planets too far away from Z=0. How you make 3d object placement look nice and logical? Easy. So you'll have to add depth to objects manually. I don't insist on making a totally 3d systems, this will be too unlike original systems, but adding a bit of 3d touch will be nice as original systems are generally 2d. inis Infocards.Įxplorer does not allow you to move objects by Z axis, down and up. inis for system itself, bases and rooms Jump holes from other systems, entries in other system. New system = shortest_illegal_path.ini, systems_shortest_path.ini and universe.ini generated by FL Explorer Separate folder in \Universe\Systems\ with. Even though FLExplorer often seems very convenient and easy to use, you'll still edit many things manually. [quote=' Wrote:I've started editing and creating systems myself recently, and as I'm using the same program that most of you are using - Freelancer Explorer - I guess it's worth to mention a few points that should not be forgotten.įirst of all, a general point - Freelancer Explorer is far from ideal.
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