Contents
Installation
- General
Gameplay
- General
- Interface
- Weapons
- Why Aren’t my fighter’s guns hitting?
- Why aren’t my missiles damaging starships?
- What are targeting computers for?
- Then why doesn’t the projectile speed on the computer match the speed of the rockets?
- What is the purpose of the Particle Beam weapons?
- What is the purpose of the Flak weapons?
- What is the difference between drones and mines?
- What is the difference between countermeasures and missile jammers?
- Shields, Scaners, and Tractor Beams
- Fuel, Energy, and Engines
- Navigation
Server Operation
- General
Installation
General
Q: Why dose it matter which version of Freelancer is used?
A: The sever files for replace a few of the dlls that are modified by the 1.1 patch. Therefore installing the mod over the wrong version of Freelancer will cause a mismatch between several of the dlls and exe.
Q: Do I need the server files to play on my own computer?
A: If you are going to run a sever, local or internet, you need the server files.
Gameplay
General
Q: What do all the ship symbols stand for?
A: Ship symbols are loosely based on World War II hull classification symbols and pennant numbers. Some factions will use the Hull classification symbols while other use the pennant numbers, and some use a lose mix.
Fighter/Corvette Symbols
F - Fighter
A - Attack Fighter
B - Anti-Starship Bomber
C - Corvette
Hull Classification Symbols
FF - Frigate
DE - Escort Destroyer
DD - Destroyer
DB - Battle Destroyer
CA - Light Cruiser
CB - Cruiser
CC - Heavy Cruiser
Pennant Numbers
P - Sloop
K - Corvette, Frigate
H - Destroyer
I - Capital Ship
Q - Merchant Raider
Interface
Q: Why isn’t engine kill working?
A: The engine kill control has been removed from this mod.
Q: Why aren’t the roll controls working?
A: The roll controls are finicky. They only work when in cockpit view and not in mouse flight, or in turret view when switched to from cockpit view.
Q: How do weapon groups work?
A: Assign keys to activate the weapon groups you want to use starting with weapon group 1. Then when in space simply activate the group and activate/deactivate weapons in your HUD. You weapon group is automatically saved and you can switch to it at any time.
BUG: Upon docking or logging out the active weapon group is overwritten with weapon group 1.
Q: What are the fire weapon group keys for?
A: For whatever you want really. However the purpose in mind in making the keys work like the fire missile key was to allow the user to reassign missiles to weapon groups and use these keys to fire those missiles. This is helpful when caring multiple types of missile because it allow the user to fire only those missile he or she want to fire.
Weapons
Q: Why Aren’t my fighter’s guns hitting?
A: Fighter guns are fixed and fire only directly forward. To hit a target with them you must point the nose of your ship at the lead indicator. This is easier to do in cockpit view, but still takes some practice.
Q: Why aren’t my missiles damaging starships?
A: Unlike guns, which inflict damage upon impacting on the surface of an object, for missiles to inflict damage the object must be within the blast radius of the missile. This means that the centre of the object must be within the blast radius, since that is what Freelancer considers to be the object’s location. Because starships are so large the blast radius will not always be able to penetrate deep enough to inflict damage. This is epically noticeable with shields as the entire ship is covered by one shield as opposed to the smaller components that make up its hull.
Q: What are targeting computers for?
A: Freelancer dose not calculate a lead indicator for weapons that fire explosives, such as missiles, flak guns, and rockets. In the case of missiles this isn’t a problem but in the case of flak guns it is. Targeting computers are weapons that have a projectile speed that match another weapon that fires explosives. Freelancer will calculate a lead indicator for the targeting computer, providing an accurate lead indicator for the other weapon.
Q: Then why doesn’t the projectile speed on the computer match the speed of the rockets?
A: Rockets accelerate on their own after launch. The speed listed in their stats is the maximum speed they obtain. The targeting computers, however, are calibrated to match the average speed of the rocket over their life.
Q: What is the purpose of the Particle Beam weapons?
A: Particle beams are highly accurate low damage beam designed to take out mounted equipment on enemy ships. Once the target’s shields are down the beam can be targeted against weapon turrets, countermeasure droppers, or shields.
Q: What is the purpose of the Flak weapons?
A: Flak weapons can create a wall of flak that is highly effective at destroying incoming missiles, and deterring fighters.
Q: What is the difference between drones and mines?
A: Not much really. Drone are essentially mines will go after targets farther away with greater speed than mines. Drones can therefore be used offensively against nearby targets while mines require a ship to fly into them.
Q: What is the difference between countermeasures and missile jammers?
A: Again not much. Missile jammmers are just countermeasure droppers that don't require ammo and droop invisible flares. Because missile jammers fire much more rapidly than countermeasure droppers each flare has a smaller chance of misleading the missile. Also the jammers almost have to be run on automatic because it is overly taxing to manually fire all the fares they need to.
Shields, Scaners, and Tractor Beams
Q: What are the differences between the types of shields?
A: Each of the three types of shields has its own strengths. Although all types appear very close in capacity, hidden modifications that adjust how much damage a shield takes from weapons amplify the differences.
High-Pass shields have the highest regeneration, but are generally weaker under fire. They are most resistant to explosives and least resistant to kinetic weapons.
Mid-Pass shields have average regeneration, and average strength under fire. They are most resistant to kinetic weapons, and least resistant to energy weapons.
Low-Pass shields have the lowest energy regeneration, but are generally stronger under fire. They are most resistant to energy weapons and least resistant to explosives.
Q: What is interference Robustness?
A: Interference Robustness is a measurement of how well a scanner copes with interference before its maximum detection range is affected. A rating of 1.0 means the scanner has no interference robustness and its detection range will decrease in the presence of any interference. A rating of 2.0 means the scanner will operate normally in interference that reduces a 1.0 scanner to half its normal range. interference greater than that will start to reduce the 2.0 rated scanner’s range proportionally so that when the 1.0 scanner is reduced to a quarter normal range, the 2.0 scanner will be at half its normal range.
Q: Why isn’t my tractor beam working?
A: There are several possibilities. First not all ships have tractor beams, freighters for example. Secondly your ship’s tractor beam may have a shorter than standard range (less than 1000m).
Fuel, Energy, and Engines
Q: Why is my energy decreasing?
A: Your energy is used by your impulse engine. Your main engine is more efficient than your reverse, and your strafing thrusters use thruster fuel not energy.
Q: Why isn’t my energy coming back up?
A: Energy regenerate very slowly, only a fraction of the rate at which the engines use it up. The only way to refuel is to dock at a base. This limits a ship’s range.
Q: What happens if my energy reaches zero?
A: Once your energy hits zero there is not enough energy to allow your engines to operate at full power and they will provide only a fraction of their maximum thrust. When engaged they will also gobble up all the energy you have, leaving nothing for weapons or shields. You are stuck with limping back to a base to refuel at this point.
Q: Is it possible to disable a ship’s engines?
A: Yes. There are two possible methods to disable a ship’s engines.
First some very special weapons have the ability to drain another ship’s energy. This is the easiest way to temporally disable a ship’s engines and the only way to disable the engines on spaceships. The AI will sometimes do this to players, so watch out for them.
Secondly those starships which have engine components can have their engine components destroyed, permanently disabling the ship’s engines. However, this is hard to do and the AI will never deliberately target your engines so you will not often have to worry about being permanently disabled, except when fighting other players.
Q: So if your engines are destroyed, then what?
A: Unfortunately there is no way to restore your engines therefore you have lost your ship and will have to die. Again this is extremely unlikely to happen unless another player is targeting your engines, and even then it can be quite difficult. So protect your engines!
Q: Why aren’t my cruise engines charging?
A: Larger ships and older ships often do not have cruise engines. Therefore, their cruise engines will never complete charging.
Navigation
Q: How do I know if I have enough fuel to reach the other end of a trade route?
A: Trade route buoys will contain information about the length of their route in their infocards.
Q: With the limited fuel How can I find new bases?
A: Get a ship with more fuel, listen to rumours in bars to learn where bases might be, and a little bit of luck.
