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Freelancer Realistic Battleship Mod Download

Freelancer Realistic Battleship Mod DownloadFreelancer Realistic Battleship Mod Download

Contents • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • Alternate Opening and spoilers [ ] Should the Alternate Opening, the nasty old spoilers and the nasty blue spoilers be included? —Preceding comment added by ( • ) Don't see why not. Just make sure the spoiler warning tab is up and easily noticeable. 14:42, 24 Dec 2004 (UTC) Okay, now I distinctly remember in-game filler text saying that there was more than five sleeper ships launched. Which is more canon, the intro movie or the in-game text? 04:29, 2 Jun 2005 (UTC) The intro movie distinctly says that only the five ships were launched, and all five survived.

(This is an important clue, actually, because you don't see any evidence of the Hispania early in the game.) If the filler text specifically says otherwise, it might be worth noting exactly what it says and documenting the discrepancy. 19:52, 5 August 2005 (UTC) I don't recall there being mention of more than five either, but it's possible as a continuity error. If I can find evidence of this, I'll say so. 20:38, 5 August 2005 (UTC) Not only is there text which states there was an additional sleeper ship, but you can actually see the additional sleeper ship if you have explored the game a little, as demonstrated by the screenshot in the article. There is, however, text in-game which suggests there are as many as eight sleeper ships, but this is largely regarded as an error left in from the previous storyline. —Preceding comment added by ( • ) I remember the text in the game stating that there were more than 5 ships launched, but that the others had been destroyed in attempting to leave with the rest. Might be a continuity error as suggested.

Bounty Hunters can also often be found in the bars on Battleships. Except during the Single Player Plot, battleships do not move, and simply act as bases. All battleships have 69,300 hull points, but do not mount shields. Unfortunately, destroyable battleships do not appear outside of the Single Player Plot without mods.

After all, the original intro had a Nomad ship attacking. 18:02, 6 August 2005 (UTC) Can you recall where or when this text appeared? 00:08, 9 August 2005 (UTC) It was one of the random filler texts you get when you repeatedly talk to people in the bar.

Pretty late into the game, too. 06:22, 9 August 2005 (UTC) Pretty sure Cabal is right, and it is rather late in the game - after you've finished the game, in fact.

Keep talking to the Corsairs on Crete or on Tripoli Shipyard in Omicron Gamma - I think they mention other sleeper ships. It's either them or the Outcasts on Malta in Omicron Alpha. Other factions might mention them as well. 18:23, 9 September 2005 (UTC) I'm pretty sure the rumors don't all have to be right.

I mean, I remember during the story missions the people in the bar would give you their thoughts on the wars, but they weren't always right (although usually eerily close), and sometimes they were completely wrong about all of it. Why couldn't there just be errors in rumors intentionally put in? Also, if you click 'Information' for the New Berlin-Sigma 13 Jump Hole or the Tohoku jumpholes (yes, there are two-one in Hokkaido I think) it gives you this blurb about 'Valhalla Research' and stuff probably not originally intended to be in the game. It's probably just a glitch-no game is perfect.

-- 14:18, 18 February 2007 (UTC) Valhalla Research, as with some of the other 'unknown factions' were actually the original names for the corporation factions that still exist in the game. If memory serves, Valhalla became the IC faction.

Nobody is too sure why it was changed, but looking around the code can enlighten you. Yes, in Freelancer if you take all of the rumours as canon, then 8 sleeper ships were launched, this has always been presumed to be an error as Digital Anvil were taken over during the development by Microsoft Games, and were given a 'Just Ship It' instruction.

According to the designers, this is why the game was left as moddable as it currently is, and why the ships were left in, perhaps as a storyline that never got made. In actual Freelancer 'canon' though, there are the 4 main houses sleeper ships, and the Hispana located in the Omicron Alpha system. —Preceding comment added by ( • ) It is canon, I think, that at least one of the Sleeper Ships, perhaps more, were destroyed; and the Corsairs and Outcasts are the most reliable source for this type of history in the game. Therefore I'm inclined to believe that there were indeed eight sleeper ships; three were destroyed and five survived, of which one, the Hispania, is a 'secret'. It is also entirely possible that one or two of the others were slated to become different factions, which never happened. Actually I take a much more libaral, inclusive approach to what is canon than most. I figure that if it makes a good story, does not conflict with canon in main body of the release, and was at any point written by the developers, then it is canon.

Therefore, there were eight sleeper ships.-- () 14:54, 26 November 2007 (UTC) battleclinic [ ] battleclinic contains very useful information on the game and should be included in the external links for this reason. While lancers reactor is a good resource, it lacks information that battleclinic provides. Please, do not remove the link again without a proper explanation. 14:14:20, 2005-08-27 (UTC) I made the link more specific so it automatically goes to the Freelancer section. 14:29, 27 August 2005 (UTC) Thanks for that, Nufy8.

Too bad BattleClinic doesn't have a homepage for Freelancer. 08:16:11, 2005-08-29 (UTC) Planets/Stations on same plane [ ] I didn't think that all the planets and stations being on the same plane was so strange. I believe most celestial bodies in a solar system do tend to lie on the same plane, it's called the Plane.

—Preceding comment added by ( • ) yea, that's true. But it would be impossible to put trade lanes between them, as their positions relative to each other do not stay constant/stable. They orbit their sun at different speeds and therefore the distances between them will constantly change.

—Preceding comment added by ( • ) Trade lanes and objects being in the same plane are two completely different things. With the exception of the and maybe some, all of the bodies in the solar system are in the same plane. This trend is repeated in every solar system we currently know of. I don't see how including that tidbit about Trade lanes has anything to do with the possibility that planes aren't possible.

13:43, 17 August 2006 (UTC) I agree. As far as having stations being on the same plane, that's explained even easier - since most are artificial objects, the builders could've chosen to put them in such positions. As far as asteroid bases go, they could've been moved. However, it stands to reason that, if planets are in the same plane, so are large asteroids. 14:22, 10 January 2007 (UTC) Kilometers (K) and Metres (M) [ ] It might be possible that K mean Kilometers and M refers to Meters in-game but they are DEFINATELY not to scale with the current measuing system on Earth. To argue that the game is 'unrealistic' because distances between planets are 'only' 20km is ludicrious.

Marathon runners RUN 20kim all the time on Earth! The official website stated planet Mahattan as 12,000+ km in diameter is also definately refering to km as another unit of measurement differing form kilometers. America alone is 9 million km squared in Area!

Bottom line: K,M,km in-game do not refer to actual 'kilometers' or 'meters' we used right now. —Preceding comment added by ( • ) • Marathon runners RUN 20kim all the time on Earth - a good example of why it's viewed as unrealistic, not the contrary. • Concerning your edit to the article: to suggest that it's impossible for planets to be a certain distance apart because humans can run that same distance isn't exactly pristine logic that connects point A to point B in a smooth fashion. • America's area is 9 million km squared; Earth's diameter (which is what planet Manhattan was measured in) is roughly 12,000 km.

I've removed the references to marathon runners and America's area, but kept the notion in about K and M maybe not representing kilometers and meters the same way they're represented in the real world. 04:17, 6 January 2006 (UTC) Can you please explain to me how K can represent kilometers the same way they are represented in the real world????? Planets are 20km apart.you know, your car travel at 90-100km per hour.

You meant to say there is a possibility that in the game that planets are 20km apart and can be reached by a car in 15 minutes? 04:24, 8 January 2006 (UTC) That's why it's either an unrealistic fact that the developers conceded to, or, as you suggest, might not be the same in the real world. We can't say for sure, either way. 05:13, 8 January 2006 (UTC) Decisive information that 'K' does not refer to 'km': Planet Mahattan is stated to have 12,000km diameter IN-GAME. (right click Mahattan on starmap and click on the question mark icon) I flew across Planent Mahattan in game and realise that the distance is about 12K. Which means 1K = 1000km.

This is STILL unrealistic but isn't as ludicrous as 1K = 1km. (This is insane, I run 2.4km everyday lol, am I a starship? Lol) We need a decisive clean up and rewrite, removing all argumenets and stating the in-game fact. Nuyf8 can you please do it?

—Preceding comment added by ( • ) Interesting. I just measured one end of Manhattan to the other using a waypoint, and it measured the distance at around 9K, so I'm not sure how you 'realised' the distance was 12K. And let me say this again: it's unrealistic for everything to be in kilometers out in space, but if 1K = 1000km, it's still unrealistic, and in several different ways. Just because something appears less unrealistic doesn't make it true, and unless we know for sure, we can't positively and without question assume that K does or does not equal km. 16:05, 16 January 2006 (UTC) Good. Maybe you should do a fly around Manhattan to estimate it's diameter in K so we can estimate how many km one K is. This is still unrealistic so please do a rewrite about this.

I'm leaving the job to you.:) It is much less ridiculous than implying that the designers are idiots for making Star Systems 20km apart and K = km in real life. (the more I think about that notion the more laughable it gets. I run 2.4km everyday and it only took me under 12 minutes) 14:58, 24 January 2006 (UTC) You know what, maybe your recent change was all that we need. The Unsigned Guide Uk Edition 41. Perhaps it's not necessary to go into specific details about K and km and all of that, especially when we know so little about the specifics. Since nothing is concrete, I propose we don't bother stating theories or explanations that we can't explain with absolute certainty.

17:42, 24 January 2006 (UTC) There is clear evidence for the possibility that 'M' and 'K' are indeed meters and kilometers, and that the scale is therfore distorted. The starflier is about 10-15 'm' across. 'K' is obviously 1000 'M', because when a target is selected and you move closer than 2 'K' from it it changes to 1999 'm'. Thus, if 1 'k' is indeed about 1000 kilometers then the starflier is about 10-15 kilometers long. That's just ridiculous. The other clear indication of scale disproportion is the person in the window. Yes-you can see the guy inside your ship if you look really closely in rear view.

Compare him to the ship size, then the ship size to a planet or sun. Now try to explain why it's not distorted. 21:36, 17 May 2006 (UTC) Metres and Kilometres? Are you people insane? K is representative of a thousand of whatever measurement units the game uses. That's why Kilometres are called Kilometres - because they are 1000 units, each of one metre.

That's all the K signifies - a thousand, not a thousand metres. I've never read anything as ridiculous in my life. To put that in perspective, one Astronomical Unit (AU) which is essentially the radius of the earth's orbit around the Sun, is 150 million kilometres. You should remove the entire section and consign this facetious 'debate' to the dustbin of history. The entire topic is meaningless speculation - only the game designers can ever give definitive answer regarding what the units represent, anybody else's opinion is just that and as such has no place whatsoever in an encyclopedia.

The self-important, preening pomposity and absurd assumption of knowledge in some of the above comments is truly breathtaking. As for 'measuring' distances using the quoted widths of ships and rack-of-the-eye judgements, do you really feel that was a productive use of your leisure time?

I content that your entire argument here is based on a faulty assumption; namely that the scale of the game is skewed. Surely the issue is actually that the perspective of the game is skewed? —Preceding comment added by ( • ) Here is what Digital Anvil used and is brought to scale game size. —Preceding comment added by ( • ) NOTHING is to scale in this game. If you compare the size of a ship to the size of a planet, the scale is completely off. The planet's radius simply isn't 10^5 times the size of your ship as you would expect of actual habitable planets. Aside from a minor note that the universe isn't to-scale, I really fail to see how this discussion is useful.

Also, sign your posts! -- 18:21, 4 October 2007 (UTC) Er. -- 18:21, 4 October 2007 (UTC) He's right, nothing is to scale. It says 0m when you're like twenty-thirty meters from things. Freelancer units are not meters, nor do they match the metric system in any way. -- 10:30, 3 November 2007 (UTC) I would disagree with what you said the game being 'NOTHING is to scale'. I also disagree with you saying that the ships are largely off-scale.

This is a futuristic game, so anything can happen. 15:46, 3 November 2007 (UTC) Not quite anything. The issue of scale is a thorny one. If you want real scale, check out. The problem is playability. Real-scale systems are a total pain to navigate through - there's the issue of at extreme distances which can cause slingshots and overshoots. Vegastrike's autopilot, even with continual course correction when closing with a planet orbiting another star in the real-scale starting system, a Binary one, will commonly be off by more than the planet's diameter; indeed so much so that the gravity well does not catch the SPEC drive!

That's using long integer maths, too, which offers a granularity in space which is exceeding fine. Real physics means you have to cancel your own inertia, and that can take a while with the less-than-super engines. And even Vegastrike just has one system to scale - because of gameplay issues! Freelancer is not a space sim, it's a flight sim with a space theme. That's a very important distinction. The scales are so much smaller because the developers believed it made for better gameplay, not because they wanted realism.

The dockable locations are as small as they are because curving round a planet looks pretty. It's all about look and feel and nothing about realism. That is Freelancer, and to a lesser degree, computer gaming in general.-- () 10:51, 27 November 2007 (UTC) It is kilometers and meters as made obvious by 2.0k changing to 1999m. The developers did not make up a new measurment system that just happens to use m and k, just like metric m and km.

The speed is also in m/second. Like it was said before, it's the scale that off, not the distance, To scale planents, stars, etc. Would not be fun, it would be stupid becuase no one wants to fly for an hour to get to the next mission or jsut fidn the docking ring.

Scales off, distances are meters and km, period. —Preceding comment added by () 04:42, 13 March 2009 (UTC) Well, I do.

My friends do. Now, the 0 meters thing from objects, that is just the way point, you are 0 meters from a safe distance around your target.

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