Freelancer and Star Citizen modder and fan boy. Role player. That's about it.
The cloaks were tied into the FLHook system on the server and were not really intended to be put to use in single player, that's why they don't always work. If you just want to test it for kicks I suggest starting a server (using the 1.67 version) so that Hook runs properly, setting yourself as an admin in the FLHook command line window and beaming yourself to the base with the ship so you can buy it. (setadmin <name> superadmin is the command to give yourself permissions in the hook window, once in game you can use .addcash .beam and .setrep commands).
There is a Single Player compatible client in the downloads section.
Nomad weapons only go on Nomad ships and ships that have admin permissions (the whole system was designed specifically to work on the server). That's likely the issue here.
There is no need to use hudshift with SW, we have an inbuilt shortcut command line suffix function that does the same job, download the following pdf for command line instructions: Dl.dropboxusercontent.com
This client was also made with/designed for FLMM v1.3, because we found it to be the most stable/friendly. You might also want to try using that version of FLMM.
I thought I'd fixed the 'central directory' issue but apparently not. Until I figure out why it's still not working you'll have to extract the mod as a .zip or .rar and paste them over your clean install manually.
Right now we have plenty on our plate with just the models from the original game to make, lol. Maybe some day down the line we'll expand to new models and if any modders from the Disco team decide to lend us a hand with models all the better.
Here, DL this, extract it and paste the DATA folder over the existing on in your Freelancer directory (replacing the m08.ini file): Dl.dropboxusercontent.com
Let me know if that works.
As a matter of fact, yes. This has been bothering me for months on end and up until now I've made little or no progress each time I've found time to look at it. Tonight I looked again and I've worked out a stop-gap measure that *should* allow you to get past the mission. I don't have time to actually upload the patch right this minute but if you check back before the end of the month I should have patched the client download (and have a separate patch done) by then.
Well there was no Liberty gunboat in Freelancer so we came up with our own, that's why it stands out a bit. The Defender and the Sabre are very good examples of how close we intend to stay to the ship aesthetic. We might be a bit more liberal with the stations and we definitely intend to add many new weapon and equipment models.
As far as the lore and layout of the universe, we want a veteran from Freelancer to be able to dive right into the mod and immediately feel that it's familiar.
The alpha is at the end of 2013, the major release is slated for late 2014 or early 2015.
For future reference a new version of this client has indeed been uploaded and functions perfectly with FLMM.
Any servers running this mod are run by individuals as we no longer host a professional server as there was not enough players to justify it. Connections can be expected to be of a corresponding quality.
You can get it from our main forum mirror: Freelancer-swwt.com
Afraid not, there have been too many changes to the face of Sirius for Single Player to work. In particular we did a major shake up of the Kusari factions, in response to player RP on the server, that would make the whole Kusari section unplayable.
The Single Player compatible version still has all the best features of SWWT, it's just missing the additions since the 1.5 release, most notably the many new ships, which you'll only be able to find on the server.
Capital ships are available in single player through the use of some console-like commands. Have a look on the SW:WT website for more info.