I second this! Would love to get this working in AP!edwardecl wrote:This seems to work in AP, but for some strange reason some of the hotkeys are missing?
Anyone got any idea how to fix this?
[Script] Factory Complex Constructor [4.02]
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I am having problems with the hotkeys as well. Not just with this script though.
I think AP will only let you have a certain number of hotkeys before it starts removing them.
On another note. Great script. Would it be possible to make it extend the axis of the connection points with a line or something to make it easier to align the connection tubes?
I think AP will only let you have a certain number of hotkeys before it starts removing them.
On another note. Great script. Would it be possible to make it extend the axis of the connection points with a line or something to make it easier to align the connection tubes?
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- X2-Illuminatus
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If you read the posts on the last page of this topic, you'll notice that according to other users it seems to work in X3AP, but there are some problems with the hotkeys.
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So, i've setup the hotkeys, placed a station (both massom mill and a silicon mine) now i targeted one of the station (both are not yet connected), unfixed it and try to rotate it. I only get a negative beeping sound. Why?
Both stations do this...
Edit:
Nvm, found out you have to open the sector window 1st...
Edit2: New question:
In the manual, chapter 6.1, is a hyperlink to http://www.komplexbaugilde.de/. This link doesn't work anymore. Does anyone have a similar guide/list? I'm not just satisfied with some tubes, they need to be straight and orderly ect. For that i need to know the node points on the stations.
Both stations do this...
Edit:
Nvm, found out you have to open the sector window 1st...
Edit2: New question:
In the manual, chapter 6.1, is a hyperlink to http://www.komplexbaugilde.de/. This link doesn't work anymore. Does anyone have a similar guide/list? I'm not just satisfied with some tubes, they need to be straight and orderly ect. For that i need to know the node points on the stations.
The cake is a lie!
I was able to find this http://www.seizewell.de/komplexbauguide.htm#431Tyoi wrote:
Edit2: New question:
In the manual, chapter 6.1, is a hyperlink to http://www.komplexbaugilde.de/. This link doesn't work anymore. Does anyone have a similar guide/list? I'm not just satisfied with some tubes, they need to be straight and orderly ect. For that i need to know the node points on the stations.
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I have no problems with the bindings, in fact they work just fine after messing with them.
However, no idea why the constant warning beep is going off, looking at it in sector map or without it after I unlock a station to be moved, almost the most annoying sound in the world until I have to mute it just to continue, but then the audio ques are gone when other things are happening, and well, you know how builders go, they lose themselves dropping stations all over the place.
Hmm, strange problem indeed.
Could also be I didn't start a fresh game after installing this, but damn, I'm just too far along at this point, I would quit again for another year and by that time rebirth should be out. Cause...slowly but surely taking over argon sectors.
However, no idea why the constant warning beep is going off, looking at it in sector map or without it after I unlock a station to be moved, almost the most annoying sound in the world until I have to mute it just to continue, but then the audio ques are gone when other things are happening, and well, you know how builders go, they lose themselves dropping stations all over the place.
Hmm, strange problem indeed.
Could also be I didn't start a fresh game after installing this, but damn, I'm just too far along at this point, I would quit again for another year and by that time rebirth should be out. Cause...slowly but surely taking over argon sectors.
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The issue with factories that require a asteroid, you have to use the "vanilla" feature of placing the mine onto the asteroid, then you can move it around with FCC. That's how it is with Silicon, Ore and Water Mines, in any case.Hellblazer wrote:For me it's not working out so much. I'm trying to place TC nividium mines, and what ever input I place for the offset, it's never working stating that there's a proximity alert.
It's like it's not taking into account the true size of the mine for the offset.
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Hellblazer wrote:Not that i've seen, I'll check the pdf again.
It is possible to reset the rotation values of a station in all three axis to zero. Do the following:
Light-Edition: Select an unfixed station and press the [Reset Rotation] Hotkey.
Plus-Edition: Select an unfixed station and press the [Secure Station] Hotkey twice (!) .
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- X2-Illuminatus
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The first post is not gone.
Edit2: corrected a typo.
Edit: I made a small change to the first post. It should be displayed now, even if the named option is deactived in your profile.X2-Illuminatus wrote:If you haven't tried it, please activate the "show all images: images in posts"-option in your profile. I just noticed that when I deactivate this option the OP is blank for me, as well.
Edit2: corrected a typo.
Last edited by X2-Illuminatus on Fri, 24. Aug 12, 18:37, edited 1 time in total.
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Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
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Hi,
I'm using the FCC (plus) with Albion Prelude and XRM (and a couple of other scripts) and the FCC seems to be working just fine so far (I can place stations, move them, rotate them etc.)
However, the moment I defix a station I get the collision warning buzzer in a loop until I fix the station again. There is definitely no collisions going on (Hull and Shield on all stations at 100%)
The first station I used FCC on was a mine wedged into an asteroid, so I got the collision warning (obviously), but after freeing the mine the warning didn't go away until i fixed it.
I guess the warning noise is "play sample 924"?
I went through half a dozen scripts (move, rotate, station.activate) removing the "play sample 924", I even made the collision warning always return [False] (and as that didn't work 'null' too), nothing seems to stop the buzzing, so now I'm at the end of my wits and would really appreciate any insights ...
/Edit:
well, that's funny
I spend like 2 hours trying to figure it out, write a post and find the solution 5 minutes later ...
xrm changes some ware sizes so they can't be fitted on the camera drones, subsequently they complain about it being stolen, and take it away from my ship.
now I now where my transporter device went ...
I'm using the FCC (plus) with Albion Prelude and XRM (and a couple of other scripts) and the FCC seems to be working just fine so far (I can place stations, move them, rotate them etc.)
However, the moment I defix a station I get the collision warning buzzer in a loop until I fix the station again. There is definitely no collisions going on (Hull and Shield on all stations at 100%)
The first station I used FCC on was a mine wedged into an asteroid, so I got the collision warning (obviously), but after freeing the mine the warning didn't go away until i fixed it.
I guess the warning noise is "play sample 924"?
I went through half a dozen scripts (move, rotate, station.activate) removing the "play sample 924", I even made the collision warning always return [False] (and as that didn't work 'null' too), nothing seems to stop the buzzing, so now I'm at the end of my wits and would really appreciate any insights ...
/Edit:
well, that's funny
I spend like 2 hours trying to figure it out, write a post and find the solution 5 minutes later ...
xrm changes some ware sizes so they can't be fitted on the camera drones, subsequently they complain about it being stolen, and take it away from my ship.
now I now where my transporter device went ...
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