This member has provided no bio about themself...
Thanks, we really appreciate the support :)
We'd love to be able to do this, but the mod isn't yet in a state where a stress test would be doable. We still have crashes and bugs that need to be addressed before we can actually look at performance. Once they have been squashed, though, a stress test is among our top priorities for the open beta.
And people like you are a large part of what keeps us going.
Only a little longer!
He was already incredible for managing to juggle leading a mod and being a doctor for so long.
Thanks for the negativity. We really appreciate the support.
If you think switching to a new engine is as simple as changing gloves, I suggest you learn a thing or two about game programming. Hint: we don't have 30 million dollars. If you do, though, we'll switch in a heartbeat!
Hotkey, as usual. It'll cycle through a list of ship-specific, predefined modes.
Yeah, it's sadly a cause of a ton of confusion but Freeworlds (commonly called 18.xx) is a completely different mod from this, Freeworlds: Tides of War (FWTOW/2.0).
You can play 18.xx, but it's in no way representative (or even related) to 2.0.
There is no old version. There was a demo over a year ago which has been shut down so that we could focus our resources on releasing the mod, but the mod was never released in the first place.
Let's make this perfectly clear: the mod is not out yet. Anything you will find is either incomplete or an entirely different mod.
Until you see the release date as something other than "TBD", you won't be able to play. If you want to download random stuff, you're on your own (and enjoy the probable virus).
"Release Date: TBD"
Sorry, the mod isn't out yet.
That's just a scaling factor (ours is 200 times larger than vanilla's).
It's comments like these that keep us going. Thanks for the kind words!
Way to kill his enthusiasm mate...
Currently, it needs to be setup manually.
No, but fighters are rather weak to collisions in general. Collisions most certainly are more damaging at higher speeds, just like they are in vanilla Freelancer.
Your shields will absorb one impact, usually (more if it's a really big ship), but after that, you'll go poof rather fast. On fighters, two impacts (bouncing back on the asteroid after the first impact counts) will kill you.
It very much varies depending on your location within the nebula. It can get thicker than what's shown here, but it never becomes fully opaque like vanilla (it can, but not here).
Perhaps not, but we can be rather creative :)
Black holes will have more gameplay mechanics than just pulling things in, I'll just put it that way.
The quote in the description should be a good hint ;)
Oh, you're not thinking evil enough.
Quoth: "WE WILL PROVIDE BASIC SERVER CONTENT TO RUN A LOCAL SERVER FROM YOUR COMPUTER AT HOME. THIS IS EXTREMELY SIMILAR IN FUNCTION AS OPEN SINGLEPLAYER FREELANCER. WE HAVE PROVIDED A TUTORIAL TO EXPLAIN TO YOU HOW TO START YOUR SERVER AT HOME COMPUTER AND HOW EASY IT WILL BE TO USE"
That's taken from the mod description right up this page in bold red.
This is the known universe map. Nothing more to add on this matter ;)
Yes, Formos-Kessel will form the Kessel run and The Maw will be thrown somewhere in there. We're designing it so the Sleheyron-Kessel route will be significantly slower.
I'm the developer, I'm the physicist, I get to pick when science enters the equation.
It's still for sale in a whole lot of countries. Look around on Amazon or, if that fails, ebay. You might be surprised.
We have no cruise, systems can be 500-1500k wide and often go out of the navmap for aesthetic reasons, and hyperdrives do indeed take care of the issue of travelling around.
Such thick jungle needs an equally thick atmosphere, hence the blue tint.
Equal parts "not finished" and "there wouldn't be an NPC near the camera". These systems aren't the size of a shoebox like vanilla's.