To make a new ship, you need to have the model hardpointed and ready, as it seem's you have done.
Then, you need to go into DATA>SHIPS and open a file called Shiparch. Find an entry of a ship that's similar to your ship, and copy it. Paste it again underneath.
Let's take the Praetorian for example. This is the entry that is for the praetorian in Shiparch.INI, in red are my comments:
[Ship]
ids_name = 501688 Numbers assigned to Infocards
ids_info = 501689
ids_info1 = 501690
ids_info2 = 66608
ids_info3 = 501691
ship_class = 3
nickname = dsy_praetorian Link to Goods.INI, see below
LODranges = 0, 9999
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths Sets whether it can use Docking rings etc.
type = FIGHTER It's type, Freighter, Capital, Fighter etc
DA_archetype = ships\discovery\angelofmercy\praetorian.cmp Location of model
material_library = ships\discovery\angelofmercy\praetorian.mat Location of .MAT
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\bretonia\b_elite.ini Where the camera is when you're flying it
fuse = intermed_damage_smallship01, 0.000000, 3150
fuse = intermed_damage_smallship02, 0.000000, 1575
fuse = intermed_damage_smallship03, 0.000000, 1050
fuse = drop_cargo_fuse, 0.000000, 1
max_bank_angle = 30 Turning
camera_offset = 11, 36
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 100 Self explanatory
shield_battery_limit = 100
hit_pts = 21000 NOT SHIELD. How much armor you have
pilot_mesh = generic_pilot
mass = 250.000000 How heavy the ship is.
linear_drag = 1.000000
hold_size = 106 Actual hold size +1
explosion_arch = explosion_co_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 86000.000000, 86000.000000, 92000.000000
angular_drag = 90000.000000, 90000.000000, 90000.000000
rotation_inertia = 20000.000000, 20000.000000, 20000.000000
nudge_force = 30000.000000 How much power behind collosions
strafe_force = 20000 How fast it Strafes
strafe_power_usage = 2 How much power strafing uses
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
shield_link = co_elite2_shield01, HpMount, HPShield01
hp_type = hp_gun_special_10, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_9, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_8, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_7, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_6, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_5, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_4, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_3, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_2, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_gun_special_1, HPWeapon01, HPWeapon02, HPWeapon03, HPWeapon04
hp_type = hp_elite_shield_special_10, HPShield01
hp_type = hp_elite_shield_special_9, HPShield01
hp_type = hp_elite_shield_special_8, HPShield01
hp_type = hp_elite_shield_special_7, HPShield01
hp_type = hp_elite_shield_special_6, HPShield01
hp_type = hp_elite_shield_special_5, HPShield01
hp_type = hp_elite_shield_special_4, HPShield01
hp_type = hp_elite_shield_special_3, HPShield01
hp_type = hp_elite_shield_special_2, HPShield01
hp_type = hp_elite_shield_special_1, HPShield01
hp_type = hp_thruster, HPThruster01
hp_type = hp_mine_dropper, HPMine01
hp_type = hp_countermeasure_dropper, HPCM01
hp_type = hp_turret_special_5, HPTurret01, HPTurret02
hp_type = hp_turret_special_4, HPTurret01, HPTurret02
hp_type = hp_turret_special_3, HPTurret01, HPTurret02
hp_type = hp_turret_special_2, HPTurret01, HPTurret02
hp_type = hp_turret_special_1, HPTurret01, HPTurret02
hp_type = hp_torpedo_special_1, HPTorpedo02, HPTorpedo03
hp_type = hp_torpedo_special_2, HPTorpedo02, HPTorpedo03
HP_tractor_source = HPTractor_Source
num_exhaust_nozzles = 4 Number of engines
Right, the list of HP_types are links to your Hardpoints. The hp_turret_special_1, HPTurret01, HPturret02 means that for the hardpoints HPTurret01 and HPTurret02, it can use class 1. special_2 is class 2, etc etc.
Copy and paste that into Shiparch.INI , renaming the spots where it say's dsy_praetorian to dsy_yourshipname. Then change the location of the model, make a folder in SHIPS>DISCOVERY called yomadansen, and put your ship inside that (The .CMP model) Then on the bit above change the location to ships/discovery/yomadansen/yourship.cmp
Save, and quit. (You may need to uncheck read only)
Now go to DATA>EQUIPMENT. Open Goods.INI
Find the Praetorian again, you'll find two entries, the "Hull" and the "Package". Copy and paste the Praetorians again, rename them to dsy_yourship
Next, use the tutorial I wrote a while ago to change a ships location:
To start we shall change where a ship is sold.
BACKUP market_ships FIRST!!!!!
Required tools:
-Notepad
Goto your Freelancer directory (Program Files>Microsoft Games>Freelancer) and proceed to DATA>Equipment.
Within we will find a file called market_ships.ini. Right click, and select Properties. Uncheck the "read only" button. Close Properties.
Lets open it.
You will see a list of bases, in their INI code, and then underneath a list of ships that are sold at that base.
WARNING: NEVER EVER EVER EVER EVER EVER EVER put more than 3 ships at a base. EVER. FL can't handle it.
Anyway, where were we? Ah yes. Scroll down until you find Planet Manhattan. It will be called li01_01 (I think, not on a PC with it on atm)
Underneath it will be 3 "packages". The first will be the Startracker, then the Patriot, then the CSV. Note afterwards there are a series of numbers. Don't alter them for now, I'll explain more about what they do later.
Now, think of a ship you want to move to Manhattan. I thought the Titan would be nice, so I proceeded to planet Crete and looked under it. (Will post a list of codes tonight after work)
There will be the titan package. It will be called dsy_titan or summat. Copy ALL of the code and return to the manhattan entry.
Remember what I said about 3 ships max per base? Well, we need to remove one of the others then. I usualy remove the CSV, but whatever takes your fancy.
Paste the titan entry in over top of whichever ship you don't want anymore. Examples will be up later
Save, and then proceed in game (NOT on disco server) The titan will now be sold on Manhattan. Enjoy!
Right, to make it sell YOUR ship, you need to just call it dsy_yourshipname. Remember how we made an entry in Goods.INI called the "Package"? That's all this is. The number's afterwards set whether it can be buyable or not. Just copy the numbers from another entry.
NOTE: Manhattan is called Li01_01_base, just so you can create an easy to find location:)In Goods.INI, you can set the powercore, price etc etc with "addons"
I'm at school, so I can't be any more specific than that right now I'm afraid. If you have yourself added to the Teaching Room Skype chat, I'll happily help you further:)