From what you said, I think you want to change this for the whole game?
If so, edit locomotor.ini file in INI folder.
Look for this, you can just simply edit the speed before the upgrade to make it the same as the speed after it then edit the upgraded locomotor to be faster.
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;------------------------------------------------------------------------------
Locomotor BattleMasterLocomotor
Surfaces = GROUND
Speed = 25 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 180 ;90 ; in degrees/sec
TurnRateDamaged = 180 ;60 ; in degrees/sec
Acceleration = 1000 ;240 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;180 ; in dist/(sec^2)
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor NuclearBattleMasterLocomotor
Surfaces = GROUND
Speed = 35 ; 33% faster than normal
SpeedDamaged = 32 ; 33% faster than normal
TurnRate = 180 ;120 ; 33% faster than normal
TurnRateDamaged = 180 ;80 ; 33% faster than normal
Acceleration = 1000 ;240 ; 33% faster than normal
AccelerationDamaged = 1000 ;240 ; 33% faster than normal
Braking = 1000 ;50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor OverlordLocomotor
Surfaces = GROUND
Speed = 20 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 60 ;25 ; in degrees/sec
TurnRateDamaged = 60 ;20 ; in degrees/sec
Acceleration = 15 ; in dist/(sec^2)
AccelerationDamaged = 15 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
;------------------------------------------------------------------------------
Locomotor NuclearOverlordLocomotor
Surfaces = GROUND
Speed = 30 ; 33% faster than normal
SpeedDamaged = 30 ; 33% faster than normal
TurnRate = 60 ;32 ; 33% faster than normal
TurnRateDamaged = 60 ;27 ; 33% faster than normal
Acceleration = 30 ; 33% faster than normal
AccelerationDamaged = 30 ; 33% faster than normal
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration.
DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
End
I suggest trying to do something your self instead of asking about every single thing you do, because this is getting annoying. If you want to learn modding generals, investing 20 mins a day to read some ini files for original game missions or ini files in INI folder won't hurt you.
You got the basics, try editing stuff on your own, crash the game, try again, crash it, try again, and now it works.
But, if you try and it doesn't work or you don't find out the solution to your problem, it is totally okay to post here about your issue. Still, what I said above is an advice, not a rule.
Edited by user
7 years ago |
Reason: Not specified
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UTD^Force
Moderator and former map reviewer
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