Discovery mod is a full-scale expansion pack for Freelancer focused on continuing the story started in the vanilla campaign. The mod is used by some of the busiest multiplayer Freelancer servers and has multiplayer features including player owned (and built) bases, jumpdrives, cloaking devices and equipment manufacturing. Read More...

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Discovery Freelancer v4.88.1

Discovery Freelancer v4.88.1 is here! But it’s not the only thing that’s changed. We have had a few changes here at Discovery Freelancer, and with what is hopefully going to be the first news post of many, I’m going to touch on a few points about our latest release, and with the team here at the Discovery Freelancer ModDB page.

The Team

I wanted to start this post by touching on the recent changes, or rather additions, to the team here on the ModDB page for Discovery Freelancer.

  • The team here is headed up by our good Admin (from the Discovery RP 24/7 server) King Boo! He’ll be around to help with things, from both you, the player, and us, the team. We may get the occasional snippet from him, so watch this space!
  • Those of you that have been watching lately will have noticed many pictures going up. Our graphics and entertainment branch is headed by none other than our very own Discovery 24/7 Community Member Snoopy! Feel like you’ve grabbed a great snap? Send it in to him. Maybe you’ll see it featured here someday soon!
    • Snoopy, known better here as Connor, will be backed up by one of our newest Forum Moderators, Cashew. James (Cashew) will also be adding photos, and working with Snoopy on any projects that we might be working on in the future. Be sure to talk to both of them if you’d like to arrange some larger shots, I’m sure they’d appreciate it!
  • The Public Relations section is headed up by me, AlphaWolf215 (better known as Joe). I’ll be working on the News Posts, and any announcements we might be making here. I’ll be working closely with everyone to ensure you know about things here at Discovery Freelancer as soon as possible. Please feel free to send me a message if you’d like to see a feature here. I always appreciate a little community insight!

Between the four of us, we will work to bring you news about the mod, snaps and videos from Discovery Freelancer in action, and the latest updates.

Recent Additions

There have been a couple of recent changes to the Discovery Mod in the past couple of months which I’d like to touch on with this first news post. That would be the introduction of the “Civilian Carrier” and the rebalance and reclassification of the Corvo Research cruiser.

I’d like to start by looking at the new Bustard “Civilian Carrier”. This, in previous versions of the Discovery Freelancer Mod, was known as the “Barge”, a gigantic transport that was useful to those with Player Owned Bases as a repair materials storage (in case of a siege). The vessel has been remodelled, rebalanced, and repurposed. The Bustard (as it is known now) is classed as a Liner, with eight (8) Cruiser class hardpoints (Basics only guys. No full Cerberus liners now!), a Transport/Freighter shield hardpoint, Light Battleship core (7 million power capacity), seven hundred thousand (700,000) base armour, alongside a compliment of eight hundred (800) Nanobots and Shield batteries each.

Now let’s try and make sense of this. Some of you will be wondering at this point, “Why has a LINER got a BATTLESHIP core?”. It’s a good question, but it all comes down to the experimental equipment available to it. Thats right, Jump Drives. The Bustard is designed with jumping in mind. Previously, Jump Drives, and their usage, was restricted to factions that either had battleships, or where allied with other factions and groups that had access to battleships themselves. The Bustard now fills this gap, allowing factions to use Jumping technology, regardless of what ships they can fly, and who their in character friends are. As an example, the Xenos. Checking their ID, you find they are allowed “Fighters, Freighters, Transports”. They, from checking their reputation sheet, are friendly to no-one outside of themselves, and aren’t close enough to the Zoners to reliably count on them for jumping assistance. Whether it’s for trade, or moving fighter wings to an advantageous location, the Xenos, as a faction, now have a genuine option available to them in the form of the Bustard. This could also be applied to other groups, such as Freelancers, and various other pirate groups.

These are just some initial thoughts on the usage and roles we might see the Bustard in. I would like to make a final note on it for our Role Playing servers out there. You may recognise the Bustard model as the previous Geb Order Carrier model. Please realise, this model is a placeholder until a final one can be designed and implemented (we’re looking at you, ship modelers). The path chosen here at the Discovery Freelancer 24/7 Role Playing server was to retcon the models place in Order lore, and treat this as an entirely new vessel, and completely unconnected to the Order ship line. I can only advise you to take a similar approach, but that is your decision.

Moving on, I’d like to touch on the Corvos reclassing. The Corvo, in previous versions, was a Cruiser owned and designed by the Zoners, with the justification of being a research cruiser (rather than a combat vessel). Many people argued that it should be open to all (being made for research). After much debate, many discussions (and a few arguments), it has been reclassified! The Corvo is now a gunboat (opening it to most factions). The ship has five (5) gunboat class turret slots, Cruiser core (1.4 million power capacity), Cruiser shield, two hundred thousand (200,000) base armour, and a compliment of six hundred (600) Nanobots and Shield Batteries.

The Corvo also has one “Equipment Slot”, and that is what this ship focuses on. Once again, this ship has been made to work with the “experimental equipment” available to it, this time with hyperspace scanning modules in mind. The Corvo had been redesigned to work as a scanning ship, likely with the Bustard in mind. Having spoke in detail about the Bustard to you already on my thoughts and what it’s potential uses could be, I’d like to hear YOUR thoughts. What do you think the Corvo might be used for? What kind of situations? Where will it be best applied? These are the things I would like you to think about.

So, having touched on the Bustard & Corvo, I want to hear from you! I want to know your thoughts on the ships and their uses, perhaps what you’d like to see and hear about in the next post. Perhaps you have a question you’d love to ask the staff and have answered. Tell me about this, and perhaps it’ll feature in our next newsletter!

Thank you for taking the time to read this ladies and gents. I hope to bring you more exciting news on the developments over here on the Discovery Freelancer Mod!


Public Relations

Discovery Freelancer

Discovery Freelancer - Status

Discovery Freelancer - Status

3 years ago News 5 comments

As you may have noticed, the Discovery: Exiles ModDB page has recently been renovated and updated. This is just the beginning and a sign of things to...

Discovery Freelancer 4.85: Reunion Release

Discovery Freelancer 4.85: Reunion Release

6 years ago News 13 comments

The development of Discovery 4.85 has taken 1,5 years to complete. Now we, the newly formed Discovery Development Team, present to you the result of our...

Discovery Freelancer 4.85: Reunion pre-release trailer now available

Discovery Freelancer 4.85: Reunion pre-release trailer now available

6 years ago News 14 comments

Discovery Freelancer 4.85: Reunion has been developed for over a year by now, and we will soon present the first public beta of the mod. The pre-release...

Discovery Freelancer v4.84 Released

Discovery Freelancer v4.84 Released

8 years ago News 5 comments

After three months of multiplayer beta-testing, Discovery v4.84 modification for Freelancer has reached release status and is already available for download...

RSS feed Downloads
Discovery Freelancer 4.88: Conquest

Discovery Freelancer 4.88: Conquest

9 months ago Full Version 27 comments

The year is 822 A.S., 21 years after Trent saved humanity and Sirius continues tearing itself apart with various wars. While the conflict between Liberty...

Discovery Freelancer 4.87: Conquest

Discovery Freelancer 4.87: Conquest

2 years ago Full Version 66 comments

Discovery mod is a full-scale expansion pack for Freelancer focused on continuing the story started in the vanilla campaign. The mod is used by some of...

Discovery Freelancer 4.86: Exiles

Discovery Freelancer 4.86: Exiles

3 years ago Full Version 44 comments

The year is 818 A.S. and war is everywhere. 17 years after Trent saved humanity and one year since Episode 13 took place, a Sirius-wide war is being waged...

Discovery Freelancer 4.85: Reunion - Update 3

Discovery Freelancer 4.85: Reunion - Update 3

6 years ago Patch 27 comments

Update 3 is a cumulative update for Discovery Freelancer 4.85. This update includes contents of Update 1 and Update 2. The update contains a number of...

Discovery Freelancer 4.85: Reunion - Update 2

Discovery Freelancer 4.85: Reunion - Update 2

6 years ago Patch 1 comment

Update 2 is a cumulative update for Discovery Freelancer 4.85 (Update 1 was not released on ModDB, and it's included into this update). All updates that...

Discovery Freelancer v4.85: Reunion

Discovery Freelancer v4.85: Reunion

6 years ago Full Version 145 comments

Year is 817 After Settlement (A.S.), 16 years after the single-player campaign of Freelancer, and one year after Discovery 4.84 took place. A Sirius-wide...

Post comment Comments  (50 - 60 of 662)
RT2... Feb 19 2014 says:

Neurogenisis Cheaters Conditioning....

As previously mentioned I suggested that cheaters have the capacity to run the gauntlet on the servers to a system that is the only system friendly to cheaters. :)

Suggested ships would be the base ships from Freelancer for sale, so the next part can work.

Transferring cheaters to a server which is much faster gameplay and faster resourcing. With the base Freelancer ships being movable through most of the mods on different servers.

I would be suggesting a server that has a complete list of modding resources and cheating resources as commodities for them to be able to learn how to cheat better and also how to mod, to give a greater level of assets for the Freelancer community....

As if people feel they need to cheat the game is too boring and not engaging enough.
Better to use their cognitive cycles to be able to test out the engine with cheats and also look for ways for more cheats to be documented so that servers could take better preparation for better RP gammeplay.
Also with all the modding tuts internal it would make it more likely they can express their ideas upon the engine without the need to impose the ideologies upon other Rp'rs.

Just seems common sense to me. :)

+1 vote     reply to comment
RT2... Feb 19 2014 replied:

To expand on this would it be possible to have the server Multiplayer FLs on a web drive and multiple servers could use it for faster server swapping with characters?

+1 vote     reply to comment
RT2... Feb 17 2014 says:

Neurogenesis Super traders.

I found that with the barge if you alter the power for the first survey module and the first jump module erstwhile equipment to power = 90000.

You will find the Barge comes in handy.

It would be handy to have a choice of barges.
With the current one and the old one as well as the "Space Sperm" Pirate Barge? one. :P
In combination with the small station setup as seen in TNG but with barge movement and a jump drive setup.

Also commodities based around manuals for using aforementioned craft would also be handy to have at your bases.
Purchased from where you buy the Barges ETC.
And could be stored at your player bases for New Pilots too learn from.
There is sufficient material on the internet to use as content. :)

Back to learning IDS. :P

+1 vote     reply to comment
RT2... Feb 16 2014 says:

Base development issue.

Documents\My Games\Freelancer\Accts \MultiPlayer\player_base\...Here...

Might I suggest having a complete list of all items in the game in here.
Generated on base build. So I think it needs to be coded for?

commodity = 2182071621, 35, 1.000000, 100000, 100000
commodity = 2186953605, 6, 1.000000, 100000, 100000
commodity = 2187064197, 1, 1.000000, 100000, 100000
commodity = 2187252623, 2, 1.000000, 0, 10

Having it automatically generate with 0 quantity.
Price of 1.000000
With a min amount of 0 and
a max amount of 10,000

I find this could be a solution to the fact that you have to login with the base setup to be able to sell new items to your friendly base.

And when you login to your friendly base you loose the capacity to trade with certain planets.
Without making a back up of the FL.

If you know another way to log out of a base? Please advise?

+1 vote     reply to comment
RT2... Feb 15 2014 says:

Neurogenesis, RU sector....

Using the models or designs from Star Wolves Genre, I believe would be suitable for a Russian sector based around the unique nature of the ships.

I am not sure if someone has already done this?

But on completion a different systems(Universe) setup could be used and could be linked back to on another server with a single sector in the FLD mod.
That way characters could be transferred from server to server and use the assets developed.

So it could be 1C hosting the server MMO style.

Same could go for Freespace Open / Homeworld Genre and many other titles.
The mod could integrate the environments across multiple servers.
I still have a bit of thinking to do around this. :P

Be safe an consume lots of Liberty Ale. As we do on this Liberty Carrier Battle Fleet. :P

I understand why the Liberty Carrier wobbles so much. :P

+1 vote     reply to comment
daemontools00 Feb 15 2014 says:

guys... i need a quick answer... how to install it i already have the mod manager and just recently finished the vanilla game... so how can i install the game?

+1 vote     reply to comment
RT2... Feb 16 2014 replied:

"Computer Name"\AppData\Local\ Discovery Freelancer 4.87.0\EXE

50 Char limit means there is a space in the address which shouldn't be there. :P

+1 vote     reply to comment
RT2... Feb 15 2014 replied:

Disable all mods in FLMM1.? and run the DL exe.

It will not install over the top of freelancer.
But will install in your documents.
Or by default it did here.

then you still have a vanilla version ready to go to create characters in to transfer over to discovery.
As at the mo there is no character creation.

A smart decision to stop character creation spam to /sendcash to one character.

+1 vote     reply to comment
RT2... Feb 14 2014 says:

Neurogenesis Realistic commodities.

Would it be possible to be able to create a Caro Terminal in Each System, Labeled as the systems Commodities Terminal?

With the same character being able to login into each and set dynamic prices on commodities depending on the quantity of the commodities?

Using freeport 9 style of base with its multiple access points from many directions, as it works best with the Barges.

That would not only allow Barges to interact with the inner worlds easier, but also allow a better profit margin for smaller inner worlds craft/players.

Oh and a Jump Drive barge works well. :P

+1 vote     reply to comment
RT2... Feb 13 2014 says:

Neurogenesis LARGER commodities.

Is there a chance that the Icons for the Fighters/bombers could be used as commodities?
That way the Fighters and anything that fits in a docking bay could be traded.
Something to increase base commodities and increase profit margins?

If not the direct name of the small craft.
The direct name of the small craft with components after it.
-Rhino components.

There may be plenty of uses of this type of commodity in future, which I cannot describe at this point in time. :)

Since most small craft seem to be under 300 storage because of the carrier bays.
So a cargo usage would need to be changed from 1 to anything larger, but still under 300.

In future a base defense ai could use the commodities to determine what type of craft defend the base.
Like wise a carrier could have the commodities turn into a AI launched wing/defense.
Also a base could produce the craft for sale base around the commodities of ships stored there.

Enuff babbling for now. :P

+1 vote     reply to comment
RT2... Feb 10 2014 says:

Thoughts on a theory of enhancing gameplay for everyone first of all:

Strange thing with the freelancer game and its mods is they use a FLAC Freelancer anti-cheat system that was not designed too well.

Sure if you are a retard you would kick them or ban them.
Where is the fun in that?

Would it not be smarter to create new factions based on the cheat style and have them automatically aligned to that faction, who would have its only bases far away on the outside of the known universe?
Immediately making all known factions besides the one they do the cheat on as hostile to the extreme?
So not only do they have to run a gauntlet of everyone wanting to kill them, but they also have to travel far, far away to be able to get repairs and such.

Make them have to earn penance for their cheatings.

In example, someone makes a mining bot, (Sandiego border station tells me that there is AI in the game).
Align them to a faction called AI who has hostile reputation with all but the cheating factions. With a single station far off to the edges of the known universe, which pays a pittance for the resources.
So the /givecash seems moot.

Later on when the server is getting low on players or there are special killing events, Bounties could be placed on the "AI" bot players through the cafe that are doing their things and uniques could drop.
It could even be a server side statement that tells all users in the map that the character has a bounty on them.

+1 vote     reply to comment
RT2... Feb 10 2014 replied:

Another example would be the Speed players, who use speed hacks to get better maneuverability from the ships.
Create a "Speed" faction whos only base is far, far away.
Making all factions besides the cheating ones hostile with them.
Another gauntlet run of everything wanting to kill you with the potential for bounties being automatically assigned.

Yet another example of commodity cheats could be.
If commodity cheats are used, the character could be tagged, "Cloner" and like the previous have their rep set and a base far far away with a gauntlet to run and bounties to deal with. With the only base that would but their resources paying a pittance for them.

+1 vote     reply to comment
RT2... Feb 10 2014 replied:

AI / Speed / Cloner Characters at some later point would all be useful as they would all serve a storyline in the RP that is Freelancer discovery and accentuate the game play for the non-cheating characters.

In every virtual environment there would always be collaborators.
Always the way.
There would be simple means of tracking ship transfers and having a "Collaborator" faction that would automatically be tagged. with "Thief!".

All suitable ways to accommodate for the need for cheats that certain players feel they must do.

There are better ways.

These are just my initial thoughts as I am not aware of the levels of cheating used in a server online. :)
Every cheat would have a suitable response. Just examples listed above.

Would this be possible to achieve?
instead of just kick or ban?

Neurogenesis: Psychosocial Conditioning.

+1 vote     reply to comment
RT2... Feb 15 2014 replied:

So a Player creates many accounts to /Sendcash to their main char?

Would it be possible to impose a levy on them for storing the ships they created to /sendcash with.

So that when they create a base they need to have enough cash to be able to transfer the spam character too it.
Making them buy or levy them for Commodities of the ships they spam created to get cash in the early stages?

So a person who spam char creation at the start would have the characters set aside till they got rich enough for the base and would have the humiliation of characters going around with spam names until they paid for the /Renameme

Everything would be dearer then they would expect as they thought they were just making easy money at the start of the game.

Also meaning base storage capacity would be decreased as they have to store the Commodities of the ships. :P


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Release date
Released 2011
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402 votes submitted.

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Ratings closed.

Highest Rated (13 agree) 10/10

Great Mod!!!

Nov 23 2010 by wazzaa12

Lowest Rated (6 agree) 1/10

Do to complicates with the next version, I highly advise anyone to read my review and get this message. Discovery 4.86 is a pathetic attempt to increase the role play values while providing little content as possible. Considering how many years it took to develop it, the whole thing is a fluke. Jump Drives, Player Controlled Bases, Cloaking, even Hud color changes? None of those features really exist. Jump Drives, and Cloaking are ADMIN ONLY. It's all bound to the FLHook Plugin system developed…

Jul 12 2011 by Robco2.0

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