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Gazz

Joined: 13 Jan 2006 Posts: 7917 on topic Location: Bavaria

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Posted: Wed, 4. Nov 09, 12:17 Post subject: |
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| {SAS}SK wrote: |
| Station objects: not detected at object null |
The mod is not installed.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
Totus vestri castrum es nostrum possessia. |
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{SAS}SK
Joined: 23 Jan 2009 Posts: 28 on topic

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Posted: Wed, 4. Nov 09, 15:28 Post subject: |
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it is installed, I get the option for it like being able to blow the complex up, but I can't get the complex to crunch
Suppose I'll have to try again.
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{SAS}SK
Joined: 23 Jan 2009 Posts: 28 on topic

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Posted: Wed, 4. Nov 09, 21:14 Post subject: |
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never mind!
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nanite
Joined: 24 Oct 2006
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Posted: Fri, 6. Nov 09, 23:31 Post subject: |
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You mention using Ashley's Factories, but afaik, you can't use that mod with TC? I like your's definately, but if I could use both that'd be great.
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Gazz

Joined: 13 Jan 2006 Posts: 7917 on topic Location: Bavaria

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Posted: Sat, 7. Nov 09, 12:07 Post subject: |
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| nanite wrote: |
| You mention using Ashley's Factories, but afaik, you can't use that mod with TC? |
You can if you have a TC compatible version.
Whether or not someone wants to create one is not my concern. The compatibility note is there just in case.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
Totus vestri castrum es nostrum possessia. |
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caltrop
Joined: 18 Oct 2007
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Posted: Sun, 8. Nov 09, 13:14 Post subject: |
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Suggestion: (no idea how practical this would be to implement)
Have an optional argument for the Crunch command to specify the standard module size:
E.g. "Crunch 10" splits all factories/mines of a particular type into XL sized modules, rather than the largest possible standard module sizes as at present
Alternatively, specify it as a default parameter
This would allow:
- all modules to be equal in size (apart from any remainder of course)
- increased control flexibility with the new factory "switch off" functionality in 2.5
- you to avoid having "monster" modules which can be more difficult to get going etc.
Thoughts?
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Lit
Joined: 17 Feb 2006 Posts: 3 on topic Location: Russia

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Posted: Sun, 8. Nov 09, 17:28 Post subject: |
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I trying to translate...
But I dont understand what is MC? Modular Complex or Module Container?
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caltrop
Joined: 18 Oct 2007
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Posted: Sun, 8. Nov 09, 17:40 Post subject: |
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MC means Module Container in the first post
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Gazz

Joined: 13 Jan 2006 Posts: 7917 on topic Location: Bavaria

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Posted: Sun, 8. Nov 09, 19:58 Post subject: |
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| caltrop wrote: |
This would allow:
- all modules to be equal in size (apart from any remainder of course)
- increased control flexibility with the new factory "switch off" functionality in 2.5
- you to avoid having "monster" modules which can be more difficult to get going etc. |
You can probably do this just by limiting the available modules in the setup script.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
Totus vestri castrum es nostrum possessia. |
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ogamerdg
Joined: 19 Sep 2009
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Posted: Mon, 9. Nov 09, 04:04 Post subject: |
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...... ok love the mod and has helped alot but all of a sudden with my 3rd CC all my ships start crashing into it I think there trying to fly between the modules (can be done) but they are such bad pilots they all die or get hurt. So how do i stop this from happening? I have the patrols set to AAE so what should i do? I already lost 1 M1 with 60 fighters and about 20 other ones + TS's etc... !!! The thing is this hasnt happened before so what do i need to move my complex and if so how it's in the middle of the sector? Or should i just give them no collision with the cheat script but would that screw up the carriers?
Thanks
_________________ You can't spell SLAUGHTER without LAUGHTER!!!
Last edited by ogamerdg on Mon, 9. Nov 09, 04:10; edited 1 time in total |
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apricotslice
Joined: 16 May 2004 Posts: 10449 on topic Location: Mapping beyond the Unknown Regions.

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ogamerdg
Joined: 19 Sep 2009
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Posted: Mon, 9. Nov 09, 07:26 Post subject: |
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Nope nothing seems to work ive added new stations, tryed tractor being it away tryed asteroid sphere aroun dit but my stuff wasnt working for some reason. So i think ill just have to give my ships in the sector no collision but ill wait and see what other ppl say first.
_________________ You can't spell SLAUGHTER without LAUGHTER!!! |
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apricotslice
Joined: 16 May 2004 Posts: 10449 on topic Location: Mapping beyond the Unknown Regions.

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Gazz

Joined: 13 Jan 2006 Posts: 7917 on topic Location: Bavaria

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Posted: Mon, 9. Nov 09, 11:49 Post subject: |
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| apricotslice wrote: |
| Is it complexed ? I'm not sure you can move a complex, even crunched. |
The first post disagrees. =P
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
Totus vestri castrum es nostrum possessia. |
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ogamerdg
Joined: 19 Sep 2009
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Posted: Mon, 9. Nov 09, 15:04 Post subject: |
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Well i wouldnt mind removing the complex or restoring it or whatever but the thing is there are 233 fabs inside it and i think the restore only can well restore 75 so..... what can i do? (there are 200 mines and 33 SPP)
_________________ You can't spell SLAUGHTER without LAUGHTER!!! |
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