A couple of images of my SPP complex in Home of Light.
It turned out better than I had hoped.
Solar power plant in Trinity Sanctum.
(click images to enlarge, if imageshack is working today)
------ Terran Conflict
A Solar Power Plant a Cloudbase Southwest.
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--- A motley collection of complexes ---
Bio Gas and Bofu factory
A small group of crystal fabs
Computer component plant
Microchip Complex in Presidents End.
Mixed complex Herrons' Nebula
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Weaver's Tempest Complex
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My game has not been modified.
No scripts
Image - Power plants
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Image - Power plants
Last edited by Terre on Fri, 22. Mar 13, 11:24, edited 10 times in total.
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I don't know; Complex Calc. says about 17542 per minute, it was more of an art statement than anything else, so far its made just over 70 million, it's supplied by CLs, which bring crystals in, and take energy cells back.supakillaii wrote:Holy doodles! How many EC/S or EC/M? (Energy Cell/Second, Energy Cell/Minute)
Last edited by Terre on Mon, 3. Mar 08, 17:13, edited 1 time in total.
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there are things out there that are built manually faster than beeing scripted
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Thank you.perkint wrote:That's fantastic mate!
It was a manual build. I'm running an un-modded game.Manual build or scripted?
Last edited by Terre on Mon, 10. Mar 08, 22:44, edited 1 time in total.
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Thank you.Algoran wrote:Hey thats awesome!
To use the following method, you require salvage insurance and pilot a craft like the Kestrel, where the forwards and rear view cameras do not have a large vertical offset, video goggles come in very handy with this method. A plan of the finished complex, as it important that you understand which way the nodes should be pointing. I also do not tow mines anywhere near to where the complex will be, in fact I will tow any mine that may get in the line of sight away from the area, this due to the fact that the game will render the rock in front of the factory you are trying to position. Only when the last factory is in place should the mines be towed in to there final positions.How on earth do you build it manually, I've been finding it so hard to line the stations up nicely..
Drop an Advanced Satellite within the sector.
Position your craft with it's nose pointing away from where the docking hub will eventually be, near to the co-ordinates you have chosen for your first factory.
Drop a key factory from which you will orientate the rest of the complex, using the keypad number 5 and the cursor keys, move the factory to your craft, then using either 4/6 or 8/2 manoeuvre the factory to the starting co-ordinates, then use 1/3 or 7/9 to rotate it to the required angle. Once you are happy with it's position, you can press return and complete the deployment of the factory.
(I like to number my factories as they are deployed.)
Dock at the factory and create a game save.
Leave the factory and position your craft in alignment with the node to the next factory, then drift back 3km, more is required for some of the larger factories, from there you can still use the video goggles to check your alignment, note the co-ordinates then drift forwards, deploy the next factory using the keypad 5 and drift method to move it the noted co-ordinates, switch to the rear view camera of your craft, rotate the factory so that the required node is facing you, once you are happy with the current placement switch back to the forwards facing camera, fly your craft up and away from the factory then press return to deploy the factory.
Make a salvage insurance save to a slot that the auto saves will not overwrite.
From your new vantage point, deploy a complex construction kit, placing the hub roughly on the level or alignment of a factory within the complex. All you are interested in is the connecting pipe between the two factories, if it is straight, then reload the salvage insurance save, fly to and dock at the new factory and make a game save. If the pipe is not straight then take a look at why, and which of your noted co-ordinates need amending, then reload the previous game save and start the process again.
You can use this method to work your way around the complex until all of the factories are in place and you can be sure that all the internal pipework will be straight. Only the actual docking hub requires the same placement system as you would a factory.
When it comes to linking them, I like to use a pairing system, 001-002 are the hub, so make sure you make a save before proceeding, 003-004, 005-006 and so on, try dropping these temporary hubs down, making sure they are in range of their neighbour. I also number the hubs as they are created, as sixty hubs all with the same name is asking for trouble. Then pair up this new set of hubs in reverse order, so the one you end up with is your intended hub and the complex is complete.
'k' To toggle sector map video.
'5' (number-pad) To lock to an object in sector.
4 and 6 (number-pad) To move in the X plane.
'Insert' to toggle between the X, Z and the X, Y axis view.
2 and 8 (number-pad) to move in the Z plane or Y plane, if the X axis has been rotated.
'Home' Sector map zoom in.
'End' Sector map pull out.
If you get lost, press 'Esc', to back out and try again. If you do place it and it doesn't look right, you have the game save to fall back on.
To find the node layout of factories, you can use the marvellous 3D model viewer by Dave "exogenesis" Toome. - Link
The docking hub can not be placed between two nodes without rotating it 90. It will abut on to a single node, which is my preferred method.
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You can see from the above image that the two side panels are blanked, in the default orientation.
The default orientated docking hub in the horizontal and vertical.
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