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the-starport.com

The Starport is a modding-focused community centered around the 2003 space shooter Freelancer.

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What is The Starport?

The Starport is a long-running community forum for Freelancer, the 2003 space shooter published by Microsoft. It is built around modding and technical discussion rather than being an official game site: the forum categories cover news and announcements, general discussion, modding support and showcases, programming and tool development, and a section called The Archive.

Its centre of gravity is the technical side of keeping Freelancer alive. The busiest area visible on the front page is "Programming & Tools," including a "Crash Offsets & Reverse Engineering" section with thousands of posts — the kind of place where people diagnose client crashes, inspect offsets, and develop plugins for servers and clients. The "Modding" section is where mods are discussed, supported and shown off, while "General Discussion" ranges beyond Freelancer. The community uses British English and runs on forum software that requires JavaScript; with scripting disabled, the site drops into read-only mode, so you can browse but not post.

Who it suits

  • Modders and tool developers who need help with crash offsets, reverse engineering, client/server plugins, or mod compatibility problems.
  • Returning players running modded installs who hit save-file or configuration issues and want a community that has seen those problems before.
  • People looking for mod showcases rather than a download storefront — the emphasis is on discussion and support threads.

A concrete example of its usefulness

One thread explains a save-file quirk that catches many modded Freelancer players: the game stores settings, hotkeys and singleplayer saves in a local user folder, and save data from a mod that adds non-vanilla content can stop even a clean installation from launching until those saves are moved or cleared. The advice there is to copy UserKeyMap.ini into the HD-Edition folder if you have customised your afterburner key, and to move older saves over manually if you want to keep them. That is the sort of practical, version-specific troubleshooting The Starport specialises in — the answer assumes you know the game's folder layout and care about preserving a modded setup.

How to use it

If you are new, search the Modding and Programming & Tools boards for your exact symptom before posting, since crash and save-file questions recur. If you are deciding whether to join, note the trade-off: this is a small, specialist forum with deep technical knowledge but far less traffic than a general gaming site, so answers may take time. For official game context, see Microsoft; for general player discussion, broader gaming communities may be more active, but they will rarely match The Starport on Freelancer internals.

How do I install and set up Freelancer mods like DiscoveryGC?

Installing Freelancer mods like DiscoveryGC is mostly about protecting your original game files, then pointing the mod at a clean copy. The Starport is a long-running community hub for the 2003 space shooter, with sections for News & Announcements, General Discussion, Modding, Programming & Tools, and The Archive — the Modding section is where installation support and showcases live.

The basic routine

  1. Install Freelancer to a location outside Program Files (for example C:\Games\Freelancer), so Windows permissions don't block mod files or launchers.
  2. Copy that whole folder to something like Freelancer_Discovery. Keep the untouched install as your fallback.
  3. Download the mod from its official source, not a random mirror, and read its own readme first — large mods often ship their own launcher or installer.
  4. Run the mod's installer and point it at the copied folder, not the original.
  5. Launch through the mod's launcher or shortcut, and create a new character rather than loading an old save.

The save-file trap

The Starport's own discussion of modding pitfalls explains that Freelancer stores saves, hotkeys and display settings in Documents\My Games\Freelancer. On launch, the game reads the singleplayer saves in that folder, and incompatible data in those saves can stop the game starting — even after the mod is removed. This is why switching between a big mod like DiscoveryGC and vanilla or another mod often breaks things.

Practical workaround: before switching mods, move or rename your save folder so each setup has its own. The Starport thread also notes that some mods, including HD-Edition, sidestep this by storing saves in a separate folder such as Documents\My Games\FreelancerHDE; if you want old saves or hotkeys there, you copy UserKeyMap.ini and your saves across manually.

Choosing where to get help

Situation Where to look
Installer questions, mod-specific setup The mod's own official site or forum
General Freelancer modding, tools, crashes The Starport's Modding and Programming & Tools sections
Multiplayer server rules and accounts The server's own community site

For DiscoveryGC specifically, use its official community site for downloads and server rules rather than a third-party mirror. For broader Freelancer modding questions, The Starport is the natural place to search, since its Modding and Programming & Tools boards cover installation, tools and crash troubleshooting.

Next step: check whether the mod has a dedicated launcher before you touch anything. If it does, run the launcher's installer against a copied game folder, then test with a brand-new pilot before importing any old saves.

How can I fix Freelancer crashing due to save file incompatibility with mods?

The crash usually comes from the game reading singleplayer saves that contain data a modded or vanilla install can't parse. The fix is to isolate or remove those saves so the game starts clean, then re-add only compatible ones.

Why it happens

Freelancer keeps its performance settings, hotkey binds and save files in a local User folder, normally Documents\My Games\Freelancer. On launch, the game reads the singleplayer saves there. If a save contains content that isn't strictly Vanilla-compatible — new items, new internal names and similar — the game can crash. The awkward part is that this can persist even after the mod is removed, because the offending save file is still sitting in that folder.

Practical fix

  1. Close Freelancer.
  2. Open Documents\My Games\Freelancer.
  3. Move the save files out to a backup folder elsewhere (don't delete them yet — you may want them later).
  4. Launch the game and start a new singleplayer game to confirm it runs.
  5. If you need old saves, add them back one at a time so you can identify which one causes the crash.

If you play multiple mods, the cleaner long-term approach is to keep separate save folders per mod rather than letting everything share one location. Some mods already redirect their saves to their own folder to avoid exactly this conflict.

A worked example from the community

In a The Starport discussion about the HD-Edition mod, a member explained a related file-handling issue: if you changed your afterburner key bind from the default (TAB) to a custom one, you'd copy UserKeyMap.ini from Documents\My Games\Freelancer into Documents\My Games\FreelancerHDE so the new install keeps your hotkeys. The same post notes that HD-Edition is completely Vanilla-compatible but still stores singleplayer saves in a new folder, pre-emptively side-stepping the save-conflict problem for players who also use older mods. That's a useful model: match the folder the mod expects, and copy across only the settings and saves you actually need.

If it still crashes

A crash that happens when loading a specific character or base rather than at startup points to a different problem — corrupted or partially loaded character data rather than a save-folder conflict. In that case, test with a fresh character in a clean save folder before assuming the mod itself is at fault.

For mod-specific instructions, check the mod's own readme first, then ask in the relevant section of The Starport, where the Modding and Programming & Tools boards cover this kind of troubleshooting.

Where can I find tools and guides for Freelancer modding and reverse engineering?

The Starport is a Freelancer community forum built around modding, with dedicated sections for modding discussion and for programming and tools. The programming area includes a crash-offsets and reverse-engineering thread, which is where the more technical, low-level work gets discussed.

The Starport

What each section is for

  • Modding — mod discussion, support and showcasing, plus a showcase area where people post what they have built.
  • Programming & Tools — tool-related and client/server plugin development, including crash offsets and reverse engineering.
  • General Discussion — anything, not strictly Freelancer-related; a practical place to ask about setups and keybinds.
  • The Archive — older material kept around, useful when a guide or tool has dropped off the front pages.

A concrete example of the kind of help you find there

One thread describes a save-file problem in modded Freelancer: the game stores settings, hotkeys and singleplayer saves in a local user folder, and incompatible data in those saves can stop even a Vanilla install from launching after a mod is removed. The suggested workaround is to copy UserKeyMap.ini across folders to preserve custom keybinds, and to move or clean up saves. That is the practical flavour of the forum: specific file paths and fixes rather than general tips.

How to use it

Search the Programming & Tools section first if your question is about tools, plugins or crashes; search Modding if it is about content, ships or balance. Because it is a long-running forum, older threads are often the most detailed — check dates before assuming a fix still applies to your setup.

Other places worth checking

  • DiscoveryGC — a long-running Freelancer server community with its own mod and documentation, useful if you want a worked example of a large total conversion.
  • ModDB — general mod hosting and downloads, helpful for finding released Freelancer mods whose forums have gone quiet.

If you are new, decide first whether you want to play mods or build them: the Modding section serves players and creators, while Programming & Tools is aimed at people writing code and reverse-engineering the client.

How do I change key bindings or graphics settings in Freelancer?

Key bindings and graphics settings in Freelancer are not stored in an in-game menu you can edit freely; they live in a local User folder, which is why mods and reinstalls often complicate things.

Where Freelancer keeps your settings

The game writes your performance settings (such as screen resolution), hotkey binds and single-player save files to Documents\My Games\Freelancer. Key bindings sit in a file called UserKeyMap.ini in that folder. Graphics and resolution settings are saved alongside them in the same local user data rather than in the installation directory.

Changing key bindings

  1. Open Documents\My Games\Freelancer.
  2. Find UserKeyMap.ini.
  3. Edit the bindings, or copy the file from another installation if you already have the layout you want.

If you play a mod that uses its own user folder — the HD-Edition, for example, stores single-player saves in Documents\My Games\FreelancerHDE — your binds will not carry over automatically. Copy UserKeyMap.ini from Documents\My Games\Freelancer into the mod's folder, replacing the existing file, to keep your custom layout.

Graphics settings and a common trap

Resolution and similar options are also written to that local user folder. The catch is that Freelancer reads single-player save files from the same place on launch, and incompatible data in them can crash the game. Any mod that adds non-vanilla content — new items, new internal names — can leave save files that break a plain Freelancer install, even after the mod is removed, until those saves are moved or cleaned up.

So before experimenting with settings or switching between mods, back up Documents\My Games\Freelancer and keep save files separate per mod where the mod supports it.

If you get stuck

The Starport is a long-running community for this 2003 space shooter, with dedicated sections for The Starport covering modding, programming and tools, and reverse engineering. Its Programming & Tools area is the most active part of the forum and is where crash offsets and client behaviour get discussed, so a search there is a reasonable next step if a settings change produces a crash rather than a fix.

A practical rule: change one thing at a time — binds first, then resolution — and relaunch between each change. That way, if the game stops starting, you know which file to move back.

What are the most active Freelancer modding projects or servers to join?

The Starport itself is a forum, not a server list, so the honest answer is that its busiest sections point you toward the projects rather than enrol you in one. Its own activity is concentrated in Programming & Tools, where the "Crash Offsets & Reverse Engineering" area shows roughly 2k posts across 22 topics — far denser per topic than the general boards. Modding (32 topics, 205 posts) and General Discussion (37 topics, 204 posts) are smaller and more conversational.

What that tells you about where to look

  • Reverse-engineering and tooling is the deepest ongoing work on the site. If you can read crash offsets, unpack game data or write client/server plugins, that is where the sustained effort sits.
  • Mod showcases are where finished or in-progress mods get posted. Threads there are the natural entry point for "what is being built right now."
  • News & Announcements is thin (13 topics), so treat it as a noticeboard, not a directory of live servers.

A practical way to decide

Pick by what you want to do, not by which name sounds biggest:

Your goal Where to start
Play on a populated multiplayer server Ask in Modding or General Discussion which servers are currently running; server populations change and forum posts go stale
Build or fix mods Programming & Tools, especially the crash/reverse-engineering threads
Learn the basics General Discussion, then follow links into specific mod threads

One concrete scenario

Say you have a modded install that crashes on launch. The Starport's own excerpt describes the classic cause: Freelancer reads singleplayer saves from Documents\My Games\Freelancer, and save data from a mod that adds new items or internal names can stop even a clean install from starting until those saves are moved or cleared. The HD-Edition approach described there sidesteps this by storing saves in a separate folder. That kind of shared troubleshooting is exactly what the tooling boards are for, and it is a good reason to register and post rather than lurk.

Next step

Open the Modding showcase threads and read the most recent pages, not the first — activity is what you are judging. For the wider ecosystem, the long-running Discovery mod community is at DiscoveryGC, and general Freelancer discussion also happens at SWAT Portal. Treat any "most active server" claim as dated within weeks and verify in a current thread before committing time.

Related questions

More questions →
What Is The Starport and What Can You Find There for Freelancer Modding?

The Starport (the-starport.com) is a community forum focused on modding the 2003 space shooter Freelancer. It hosts discussion, support, and showcases across five main sections: News & Announcements, General Discussion, Modding, Programming & Tools, and The Archive. If you are looking for mod showcases, tool development threads, or help troubleshooting a modded install, this is where those conversations live. Note that the site places you in read-only mode if JavaScript is disabled, so enable JavaScript to browse and post normally.

What The Starport Is

The Starport is a modding-focused community centered on Microsoft's Freelancer. Its activity is organised into forum categories rather than a download portal or wiki, so the value is in the threads: people posting work-in-progress mods, asking for help, and reverse-engineering the game's behaviour.

The site's own description and category list make the scope clear — this is a discussion board, and the content is generated by members.

The Main Forum Sections

Section What it covers Example activity
News & Announcements Rules, disclaimers, site news 13 topics, 59 posts
General Discussion Topics not limited to Freelancer 37 topics, 204 posts
Modding Modding discussion, support, and showcasing 32 topics, 205 posts in Showcase
Programming & Tools Tool-related and client/server plugin development Includes a Crash Offsets & Reverse Engineering area with 22 topics and roughly 2k posts
The Archive Older or retired material —

The Programming & Tools section is where the most technical work sits. A thread there, for example, discusses crash offsets and reverse engineering, including the observation that when an "overloaded" character loads the client onto a base, the immediate crash does not occur — but all items, equipped or in cargo, fail to show up, and the client has not successfully loaded that character. That kind of thread is typical: a specific reproducible symptom, then analysis.

Finding Mods, Tools, and Support

  1. Start with Modding → Showcase if you want to see what people are building. This is where mods are presented rather than just discussed.
  2. Use Programming & Tools for anything involving plugins, server tools, or reverse engineering. The Crash Offsets & Reverse Engineering area is the place for low-level client/server behaviour.
  3. Check General Discussion for issues that aren't strictly Freelancer-related but affect how people play or mod — key binds, installs, and similar.
  4. Browse categories and post previews on the forum index to judge a thread before opening it. The index shows topic and post counts per section, which tells you quickly where the active conversations are.

A Common Freelancer Modding Issue You'll See Discussed

Save-file conflicts come up repeatedly, and the explanation given in a General Discussion thread is worth understanding before you install anything:

  • Freelancer stores performance settings, hotkey binds, and save files in a local user folder: Documents\My Games\Freelancer.
  • On launch, the game reads the singleplayer save files in that folder. Any incompatible data in them can make it crash.
  • Any mod that adds content which isn't strictly Vanilla-compatible with save files — new items, new internal names, and so on — can stop a Vanilla Freelancer installation from starting up, even after the mod has been removed, until those save files are cleaned up or moved.
  • HD-Edition is described as completely Vanilla-compatible, but it still sidesteps the problem by storing singleplayer saves in a new folder (Documents\My Games\FreelancerHDE), in case you also play or played older mods that don't relocate their saves themselves.

The practical consequence: if you want to carry older saves over, or you changed your afterburner key bind from the default (TAB), you have to copy or move files manually. The thread's example is copying UserKeyMap.ini from Documents\My Games\Freelancer and pasting it into Documents\My Games\FreelancerHDE, replacing the existing file.

How to Decide If It's Useful to You

The Starport is worth your time if you want peer discussion and troubleshooting around Freelancer modding — especially reverse-engineering and tool development, where the Programming & Tools section carries the heaviest thread counts. It is less suited to someone who wants a curated download library, since the site is organised as a forum and the material is whatever members have posted.

Enable JavaScript before you visit, or you'll be dropped into read-only mode and won't be able to post.

What Is Freelancer and How Does Its Modding Community Work?

Freelancer is a 2003 space shooter published by Microsoft, and its long-running modding scene is still active through community hubs such as The Starport. If you want to play the base game, try mods, or fix a modded install that no longer launches, the practical starting point is understanding where the game keeps its saves and settings, because that folder is the usual cause of crashes when you switch between Vanilla and modded versions.

The game and its community

Freelancer is a space combat and trading game from 2003. Its community has outlasted the original release, largely because the game is moddable: players add new ships, items, systems, and internal names, and they build tools and server plugins around the client.

The Starport is one example of a modding-focused community hub. Its forum is organised into sections that map onto the different kinds of work people do:

Section What it covers
News & Announcements Rules, disclaimers, and site news
General Discussion Topics not limited to Freelancer
Modding Modding discussion, support, and showcasing
Programming & Tools Tool-related and client/server plugin development
Crash Offsets & Reverse Engineering Deeper technical work on crashes and internals
The Archive Older material kept for reference

If you are new, Modding is where support and showcases live. If you are writing tools or debugging crashes, Programming & Tools and Crash Offsets & Reverse Engineering are the sections to search first.

Where Freelancer stores your saves, settings, and hotkeys

Freelancer keeps a local User folder at:

Documents\My Games\Freelancer

That folder holds your performance settings (for example, screen resolution), your hotkey binds, and your save files. This matters because the game reads your singleplayer save files from that location on launch.

Why mods break Vanilla installs

The save-file problem is the single most common source of confusion when moving between Vanilla and modded Freelancer.

On launch, the game reads the singleplayer save files in Documents\My Games\Freelancer. If those files contain data the current installation cannot understand, the game crashes. Any mod that adds content which is not strictly Vanilla-compatible in terms of save files — new items, new internal names, and similar — will cause a Vanilla Freelancer installation to stop starting up. This happens even if you have already removed the mod, until the save files are cleaned up or moved out of the way.

In other words: the mod is gone, but its fingerprints are still in your saves, and Vanilla chokes on them.

How HD-Edition handles the same problem

HD-Edition is described as completely Vanilla-compatible, but it still respects the save-file issue and sidesteps it preemptively: it stores your singleplayer save games in a new folder. That way, if you also play or have played older mods that do not relocate their saves themselves, your HD-Edition saves stay separate.

The trade-off is that older save games and custom hotkeys do not carry over automatically. If you want to use them, you copy or move the files across yourself.

Fixing save conflicts and carrying over hotkeys

If a modded save is blocking a Vanilla install

Move or clean up the save files in Documents\My Games\Freelancer so the game is not reading incompatible data at launch. Once the offending saves are out of the way, the Vanilla installation can start again.

If you changed your afterburner key and want to keep it

The default afterburner key is TAB. If you rebound it to something custom and want that binding in another setup, copy UserKeyMap.ini:

  1. Go to Documents\My Games\Freelancer.
  2. Copy UserKeyMap.ini.
  3. Paste it into Documents\My Games\FreelancerHDE, replacing the existing file.

The same logic applies to older save games: if you want to use them on your current setup, or you do not want to manually redo your hotkeys, copy or move those files over to the folder the current installation reads from.

When a character fails to load

Not every crash is a save-file conflict. In one reported case from the Crash Offsets & Reverse Engineering section, a character that was "overloaded" caused an immediate crash when loaded normally. When the same character was instead loaded onto a base, the immediate crash did not occur — but none of the items showed up, whether equipped or in cargo, with the possible exception of fixed mounted ones. The client had not successfully loaded that character.

The takeaway for troubleshooting: if the game crashes on load, note whether it happens immediately or only in certain contexts, and whether inventory is missing. That distinction points to whether you are dealing with a save-data problem or something deeper in how the client loads character state.

Deciding how to get started

  • Just want to play the original game? Install it and leave the save folder alone. Avoid mixing in modded saves.
  • Want to try mods? Expect to manage Documents\My Games\Freelancer deliberately. Keep Vanilla saves and modded saves from colliding.
  • Want HD-Edition plus older mods? Use its separate save folder, then copy over UserKeyMap.ini and any saves you want to keep.
  • Writing tools or chasing crashes? Head to Programming & Tools and Crash Offsets & Reverse Engineering on The Starport, where plugin development and reverse-engineering threads live.

The short version: Freelancer is a 2003 Microsoft space shooter kept alive by a modding community, and the folder at Documents\My Games\Freelancer is where most "my game won't start" stories begin and end.

What Is The Starport and How Do You Use It for Freelancer Modding?

The Starport (the-starport.com) is a modding-focused community forum for Microsoft Freelancer, the 2003 space shooter. If you want help building or troubleshooting a Freelancer mod, finding tools, or showcasing your work, it is one of the places to look — but it is a discussion forum, not a download portal, so you go there to ask, read, and share rather than to click a single "install" button.

What The Starport actually is

The site describes itself as a community centered on Freelancer modding. Its visible structure is a standard forum with these categories:

Category What it covers
News & Announcements Rules, disclaimers, and site news
General Discussion Freelancer and non-Freelancer topics
Modding Modding discussion, support, and showcasing
Programming & Tools Tool-related and client/server plugin development
The Archive Older or preserved material

The forum shows topic and post counts per category, so you can gauge how active a section is before posting. Note that the site warns your viewing experience is reduced to read-only mode if JavaScript is disabled — so browse with JavaScript enabled if you intend to log in or post.

How to use it for modding help

  1. Pick the right category first. A crash or install problem belongs in Modding; a question about a hex editor, plugin, or reverse-engineering offset belongs in Programming & Tools. Posting in the wrong section is the most common reason a question goes unanswered.
  2. Search before posting. The Programming & Tools area includes a "Crash Offsets & Reverse Engineering" thread with roughly 2,000 posts, which means many crash symptoms have already been diagnosed there.
  3. Describe your setup precisely. State your Freelancer version, the mod you are running, and whether the problem happens on launch, on loading a save, or in-game. Vague reports ("it crashes") are hard to act on.
  4. For showcases, use the Modding section. That is where work-in-progress and finished mods are presented, and where you get feedback.

The save-file problem you will run into

One of the most useful pieces of practical knowledge in the community concerns Freelancer's save files, and it explains a lot of "my game won't start anymore" reports.

Freelancer stores your settings, hotkey binds, and save files in a local folder:

Documents\My Games\Freelancer

On launch, the game reads the singleplayer saves in that folder. If those saves contain data that is not strictly Vanilla-compatible — new items, new internal names, anything a mod added — the game can crash on startup. Crucially, this can persist even after you remove the mod, until the offending saves are cleaned up or moved.

This is why some mods, including HD-Edition, store their saves in a separate folder to avoid clashing with older mods. If you want to carry saves over or keep your custom hotkeys, you copy the relevant files across. For example, to move a custom afterburner key bind, you copy UserKeyMap.ini from Documents\My Games\Freelancer into the mod's own folder (such as Documents\My Games\FreelancerHDE).

The takeaway: before installing a content-heavy mod, back up or move your existing saves, and expect to redo hotkeys if you switch between mods.

When a character fails to load

A separate class of crash happens when a character is loaded onto a base rather than into space. In that case the immediate crash may not occur, but the client can fail to load the character properly — all items, equipped or in cargo, may not show up (fixed mounted items appear to be an exception). This tells you the client never fully loaded that character, which points to a data or server-side issue rather than a graphics problem. If you hit this, report it in Programming & Tools with the exact steps and any screenshots, since it is a known reverse-engineering topic there.

Should you join or just browse?

  • Browse without an account if you only need to read existing threads — the forum shows post previews and category listings publicly.
  • Join and post if you need help with a specific crash, want feedback on a mod, or are developing tools and plugins. The Programming & Tools section is where the deeper technical work happens.
  • Don't expect a mod repository. The Starport is a discussion and support community; mods and tools are shared and discussed through threads rather than a curated download index.

If your goal is to understand Freelancer modding, start with the Modding category for context, then move to Programming & Tools once you are dealing with crashes, offsets, or tool development.

What Is Microsoft Freelancer and How Do You Join Its Modding Community?

Microsoft Freelancer is a 2003 space shooter published by Microsoft, and its modding community is still active today — The Starport is one of the hubs where that activity lives. You can join by playing the game as-is, installing a mod, or registering on a community forum to ask questions. The main thing to get right before you touch any mod is where the game stores your saves and settings, because that folder is the usual cause of crashes when you switch between modded and unmodded installs.

The game, the mods, and the community hub are three different things

It helps to separate them before you start:

  • Microsoft Freelancer — the base game from 2003. A single-player campaign plus multiplayer, set in a space-trading and combat universe.
  • Mods — community-made changes that add content: new ships, items, systems, internal names, and so on. Some mods are large total conversions; others are small fixes.
  • The Starport — a modding-focused community site built around Freelancer. It is not the game and not a mod. It is where people post news, ask for help, showcase work, and share tools.

The Starport organises itself into a few clear areas, which map neatly onto what you might want to do:

Forum area What it's for
News & Announcements Rules, disclaimers, and site news
General Discussion Topics not limited to Freelancer
Modding Modding discussion, support, and showcasing
Programming & Tools Tool-related and client/server plugin development
The Archive Older or preserved material

If you are brand new, General Discussion and Modding are the two places worth reading first. If you want to build something rather than play something, Programming & Tools is where the technical work happens — including reverse-engineering threads such as crash offsets.

Why Vanilla installs crash after you use mods

This is the single most common trap, and it is worth understanding before you install anything.

Freelancer keeps a local user folder at:

Documents\My Games\Freelancer

That folder holds your performance settings (screen resolution, for example), your hotkey binds, and your save files.

The problem is how the game reads saves on launch. It reads the single-player save files in that folder, and any incompatible data in them makes it crash. So any mod that adds content which is not strictly Vanilla-compatible in terms of save files — new items, new internal names, and similar — will cause a Vanilla Freelancer installation to stop starting up. That can happen even after the mod has already been removed, until the save files are cleaned up or moved.

In other words: the mod may be gone, but the save file still remembers it.

How one mod sidesteps the issue

HD-Edition is described as completely Vanilla-compatible, but it still respects this problem and pre-emptively avoids it by storing your single-player save games in a new folder. That way, if you also play (or played) older mods that do not redirect their saves themselves, your HD-Edition saves stay separate.

The trade-off: if you want to use older save games, or you don't want to manually redo your hotkeys, you have to copy or move those files over yourself.

A worked example: carrying your hotkeys across

Say you changed your afterburner key bind away from the default (TAB) and you want that setting in the new setup. The approach shown in the community is:

  1. Go to Documents\My Games\Freelancer.
  2. Copy UserKeyMap.ini.
  3. Paste it into Documents\My Games\FreelancerHDE, replacing the existing file.

Input: your existing key map file. Action: copy and replace. Expected result: your custom binds carry over instead of being reset to defaults.

What mods can go wrong beyond saves

Save-file incompatibility is the headline issue, but it is not the only one. In a reverse-engineering thread about crash offsets, a contributor describes a specific failure mode: if an "overloaded" character instead loads the client onto a base, the immediate crash does not occur — but all items, equipped or in cargo, fail to show up (fixed mounted ones appear to be an exception). The client has not successfully loaded that character.

The practical lesson is that a modded client can fail in ways that look like missing content rather than an obvious error. If your ship or inventory looks empty after loading a character, that is a client-side loading failure, not necessarily a save you deleted.

Choosing your starting point

Pick based on what you actually want:

  • Just want to play the original — install Vanilla and leave the save folder alone. Don't mix in modded saves.
  • Want to try a mod — check first whether it redirects saves to its own folder. If it does, you can keep Vanilla and the mod side by side. If it doesn't, back up or move Documents\My Games\Freelancer before you start.
  • Want to build or fix things — head to Programming & Tools and the reverse-engineering threads. This is developer-facing work, not a casual install.
  • Stuck and need help — register on The Starport and post in the relevant area. Note that the site places you in read-only mode if JavaScript is disabled or unsupported, so enable JavaScript (or allow it past NoScript) before you try to post.

One caveat worth stating plainly: The Starport's own pages don't list pricing or account requirements, so nothing here should be read as "free" or "no login needed" — check the site directly for how registration works.

What Does "Microsoft Games" Mean for Freelancer Players and Modders?

"Microsoft Games" in this context refers to Microsoft as the publisher of Freelancer (2003), the space shooter that The Starport community is built around — not a single store, launcher, or unified service. If you arrived here searching for "Microsoft Games," the practical takeaway is this: the game you want is Microsoft Freelancer, and the active community for playing and modding it lives at The Starport (the-starport.com). The sections below explain how that publisher history shaped the community and give you a concrete starting point, whether you just want to play or you want to dig into modding and tooling.

Why "Microsoft Games" Points to Freelancer, Not a Platform

Freelancer was published by Microsoft in 2003 as a space trading and combat shooter. Because the publisher was Microsoft, the game is often labelled "Microsoft Freelancer" or filed under "Microsoft Games" in community listings and search results.

That label does not mean:

  • There is a current Microsoft store page or launcher you should look for.
  • Microsoft runs an official Freelancer server or support channel today.
  • The Starport is affiliated with or operated by Microsoft.

What it does mean is that the game's identity is tied to its publisher, and the community that grew up around it — including The Starport — is fan-run and independent.

How Publisher History Shaped the Community

Because the game is over two decades old and its original online infrastructure is gone, the community organises itself rather than relying on official services. The Starport describes itself as "a modding-focused community centered around the 2003 space shooter Freelancer." That focus is the direct result of the game's age and its publisher's retreat: with no official servers or ongoing support, players who wanted to keep playing and extending the game built their own forums, tools, and mods.

The Starport's structure reflects this. Its main sections are:

Section What it's for
News & Announcements Rules, disclaimers, and community news
General Discussion Topics not limited to Freelancer
Modding Mod discussion, support, and showcases
Programming & Tools Tool-related and client/server plugin development
The Archive Older or preserved material

If you're new, News & Announcements is the place to read rules and orientation. If you want to change the game, Modding and Programming & Tools are where the work happens.

First Steps for a New Player

Before adding any mod, understand where Freelancer stores your local data. The game uses a local user folder:

Documents\My Games\Freelancer

This folder holds your performance settings (such as screen resolution), hotkey binds, and save files. A community post on The Starport describes this layout directly and explains the practical consequence: on launch, the game reads the singleplayer save files in that folder, and incompatible data in them can make it crash.

That leads to the single most important habit for a new player:

  1. Install Freelancer and confirm it launches.
  2. Locate Documents\My Games\Freelancer.
  3. Back up that folder before installing any mod.
  4. Note your hotkey binds — if you changed the afterburner key from the default (TAB), you'll want to preserve that.

The Save-File Trap (and How Some Mods Avoid It)

This is the detail that catches most new modders, and it's worth stating plainly because it comes from a community explanation on The Starport:

  • Any mod that adds content not strictly Vanilla-compatible in terms of save files — new items, new internal names, and so on — can cause a Vanilla Freelancer installation to stop starting up, even after the mod has been removed.
  • The fix is to clean up or move the offending save files.

Some mods work around this by design. The Starport post notes that HD-Edition is completely Vanilla-compatible but still "preemptively side-steps" the issue by storing singleplayer save games in a new folder. That way, if you also play older mods that don't relocate their saves, your Vanilla saves aren't corrupted.

The practical consequence for you:

  • If you want to use older save games, or you don't want to manually redo your hotkeys, you'll need to copy or move those files into the new location the mod expects.
  • The example given in the community post: if you changed your afterburner key from TAB, copy UserKeyMap.ini from Documents\My Games\Freelancer and paste (replace) it into Documents\My Games\FreelancerHDE.

Where to Go Beyond Playing

If you want to go past installing mods and into building or debugging them, The Starport's Programming & Tools section is the entry point. Its visible activity includes:

  • Crash offsets and reverse engineering — a substantial thread area (listed with 22 topics and roughly 2,000 posts), where members dig into client behaviour. One observed example from that section: if an "overloaded" character instead loads the client onto a base, the immediate crash does not occur, but all items — equipped or in cargo — fail to show up, indicating the client hasn't successfully loaded the character.
  • Tool-related and client/server plugin development — for people extending the game's tooling rather than just playing it.

These threads assume you're comfortable with the game's internals, so treat them as a destination after you've got a working install and a backup habit in place.

Quick Orientation

  • "Microsoft Games" here = Microsoft as publisher of Freelancer (2003). Not a store, launcher, or current service.
  • The active community is fan-run. The Starport is independent of Microsoft.
  • New players: install the game, find Documents\My Games\Freelancer, back it up before modding.
  • Watch the save-file incompatibility issue. Mods that add non-Vanilla content can break Vanilla startup until saves are cleaned or moved; some mods like HD-Edition avoid this with a separate save folder.
  • Modders and tool-builders: head to Modding and Programming & Tools, where crash offsets, reverse engineering, and plugin development are discussed.

Website Overview

An active inbound-mail setup with incomplete authentication may leave the domain more open to impersonation. Provider hosting alone does not close that gap.

Domain and Registration

Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain has about 2 years of registration history; its current configuration provides more context than age alone. The registrar is Cloudflare, Inc., a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by Cloudflare, indicating managed DNS hosting. MX records point to the Cloudflare Email Routing email service. No CNAME was found; the observed records resolve directly to addresses. TXT records include verification markers for Google. Such markers may also remain after a service stops being used.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Google Trust Services cloud or CDN ecosystem. The certificate's total validity is about 90 days, consistent with a short renewal cycle.

HTTP and Browser Security

X-Powered-By exposes backend information: NodeBB. The response lacks these common security headers: Permissions-Policy. The cf-ray response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header identifies cloudflare without an exact version.

Technology Stack Analysis

The public page identifies Cloudflare without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. The title has 19 characters, within a common display range. A meta description is present, with 94 characters. The observed directives allow indexing and link following. No Generator meta tag is publicly exposed.

Hosting and Email

DNSCloudflare
HostingCloudflare
EmailCloudflare Email Routing
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) Location unknown Inferred 104.21.22.174

Registration details

RDAP / WHOIS

RegistrarCloudflare, Inc.
Registered2023-11-22
Expires2026-11-22
Domain statusclient transfer prohibited
Nameserverselliott.ns.cloudflare.com、marlowe.ns.cloudflare.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Athe-starport.com104.21.22.174300—
Athe-starport.com172.67.205.246300—
AAAAthe-starport.com2606:4700:3031::ac43:cdf6300—
AAAAthe-starport.com2606:4700:3032::6815:16ae300—
MXthe-starport.comroute3.mx.cloudflare.net30047
MXthe-starport.comroute2.mx.cloudflare.net30056
MXthe-starport.comroute1.mx.cloudflare.net30073
NSthe-starport.comelliott.ns.cloudflare.com86400—
NSthe-starport.commarlowe.ns.cloudflare.com86400—
TXTthe-starport.comgoogle-site-verification=3_51mMBnYADwfCu1jwb9ox_5EV0vXVneAdFa4q3GGEs300—
TXTthe-starport.comv=spf1 include:_spf.mx.cloudflare.net ~all300—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectthe-starport.com
IssuerGoogle Trust Services
Valid until2026-11-20T09:33 · Remaining when checked: 51 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=utf-8
servercloudflare
strict-transport-securitymax-age=15552000; includeSubDomains
content-security-policyframe-ancestors 'self'
x-frame-optionsSAMEORIGIN
x-content-type-optionsnosniff
referrer-policystrict-origin-when-cross-origin

Identified technologies

Cloudflare

Pages, Search and Sharing

Meta descriptionThe Starport is a modding-focused community centered around the 2003 space shooter Freelancer.
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

Unknown

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