Hello fellow EL fans,
I have some difficulty building modules so that they get attached. I have read carefully the instructions and a topic here where Marvin points out the interesting method of using your thrusters to move around and place your modules, also using the Overhead View.
My trouble with the Overhead View is:
I know that keeping pressing the right mouse button will move the camera around in 3D. Fine. But how do you move the module in this view? I found no method and as soon as I release the RM button the view gets to 2D again and I can't see if the module is attached or not.
I could swear: by accident I succeeded in blocking the 3D view, without having to press the mouse so I can move my module, I don't know nor remember how I did it. Any idea?
Thanks,
XenonS
Thanks
Spoilers
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Vice
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You don't move the build point with the panning view mode active. The input controls are used to control the camera in that view and can't be used at the same time to move the module around. What you need to do is set/lock the build point first, then use the overhead panning view to observe if the placement position is where you want it to be. Then if not, free/unlock the build point and reposition, checking as may be desired.
When panning or not panning the overhead view around, you can adjust (unlocked) Y elevation by using your ship thrusters. Just align your ship level with pitch/roll before entering the build console, then use the vertical strafe thrusters to offset Y as may be desired. Then X and Z can be set, locked, then reviewed with panning view checks if needed.
When panning or not panning the overhead view around, you can adjust (unlocked) Y elevation by using your ship thrusters. Just align your ship level with pitch/roll before entering the build console, then use the vertical strafe thrusters to offset Y as may be desired. Then X and Z can be set, locked, then reviewed with panning view checks if needed.
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XenonSurf
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I don't succeed in attaching modules, do you need the vertical / horizontal modules to be attached first?
My method is to go with the coordinates of the existing modules first, navigating the construction module to these locations with the mouse and then I make fine vertical adjustments with my ship's thrusters, but if the module is attached, I get the 'obstructed' message and cannot build, there is no tollerance room for any overlaping.
All this is pretty difficult...
But, more importantly, does it make any difference if the modules are attached or not, I mean for what they are supposed to do in the game? Is it pure esthetics ?
XenonS
[Edited on 5-2-2016 by XenonSurf]
[Edited on 5-2-2016 by XenonSurf]
My method is to go with the coordinates of the existing modules first, navigating the construction module to these locations with the mouse and then I make fine vertical adjustments with my ship's thrusters, but if the module is attached, I get the 'obstructed' message and cannot build, there is no tollerance room for any overlaping.
All this is pretty difficult...
But, more importantly, does it make any difference if the modules are attached or not, I mean for what they are supposed to do in the game? Is it pure esthetics ?
XenonS
[Edited on 5-2-2016 by XenonSurf]
[Edited on 5-2-2016 by XenonSurf]
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Marvin
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From what I've seen in building, proximity is more important than connection. Nonetheless, aesthetics will eventually dominate your need to "get it right" ... which is why Vice added the option to abort a build if it has been placed in the wrong location.
It helps to always face due north and keep a level keel when building. That way, you can use both your left-right and up-down thrusters to position yourself for a proper connection. And, yes, the horizontal and vertical modules come in handy when trying to connect various modules.
For example, if you're adding a module underneath the command section, a vertical module is a good start. Align yourself with the command unit and then use your down thruster with the Build menu open in the default view and the vertical module selected. When the module turns green, then use forward and aft throttle to coax the wire frame so that it ovelaps the command unit ... not wholly behind and not totally in front of the command. Then cross your fingers and initiate the build.
It helps to always face due north and keep a level keel when building. That way, you can use both your left-right and up-down thrusters to position yourself for a proper connection. And, yes, the horizontal and vertical modules come in handy when trying to connect various modules.
For example, if you're adding a module underneath the command section, a vertical module is a good start. Align yourself with the command unit and then use your down thruster with the Build menu open in the default view and the vertical module selected. When the module turns green, then use forward and aft throttle to coax the wire frame so that it ovelaps the command unit ... not wholly behind and not totally in front of the command. Then cross your fingers and initiate the build.
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XenonSurf
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Hi Marvin,
thanks for your points, it's good to know that simply building close together will be enough to make the modules 'work', whatever this means (I'll have to discover the function of some). I notice that after placing a production module, my Tech Level has increased by 4%. This will help getting stations in the right place reaching 100, a magic number where you can unlock interesting equipment...
I think the most important placement are defensive turrets, if they are too far from your command module, your station is at odds if the enemy attacks...Although: do FED ships really attack stations? I never saw it, there is plenty of action outside a station, but I see only ship to ship combats.
As a pure fan-fiction, I expect at some point to hear some alarm sirenes when I am inside the station, with the voice command to tell me to get the heck outta station to defend it...Curious to know if a station will ever blow up with me inside...But sorry, I digress
Thanks,
XenonS
thanks for your points, it's good to know that simply building close together will be enough to make the modules 'work', whatever this means (I'll have to discover the function of some). I notice that after placing a production module, my Tech Level has increased by 4%. This will help getting stations in the right place reaching 100, a magic number where you can unlock interesting equipment...
I think the most important placement are defensive turrets, if they are too far from your command module, your station is at odds if the enemy attacks...Although: do FED ships really attack stations? I never saw it, there is plenty of action outside a station, but I see only ship to ship combats.
As a pure fan-fiction, I expect at some point to hear some alarm sirenes when I am inside the station, with the voice command to tell me to get the heck outta station to defend it...Curious to know if a station will ever blow up with me inside...But sorry, I digress
Thanks,
XenonS
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Marvin
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Missile turrets are the only space modules where I use the overhead view. If you're inside the station, you can use the overhead view to place turrets at docking level. Get outside and on top of the station to stack your turrets for better coverage (again using the overhead view). Planetside, I use both views about equally.
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Vice
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Modules just need to be near in other/in range for their effects to apply. But for appearance and space efficiency, it can be beneficial to connect them. If you find a particular module that is designed to connect to others, but doesn't to a certain other module or modules, simply send me the save game at the location you are trying to build with the other modules you are trying to connect to in place. I've done some changes in recent months to calibrate a few particular module types a little better, but there may be one or two combinations that may need further tuning. However, as Marvin pointed out, exact placement isn't required for them to function properly.
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matchbox2022
- Commander

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It would be cool if stations were attacked more successfully sometimes....feels kinda like a good way to stay safe, warning about abandoning would be cool too, as well as dying if you are still inside....From post: 188071, Topic: tid=12674, author=XenonSurf wrote:...I expect at some point to hear some alarm sirenes when I am inside the station, with the voice command to tell me to get the heck outta station to defend it...Curious to know if a station will ever blow up with me inside...But sorry, I digress
Thanks,
XenonS
I can attest to if you are in a station as it explodes, nothing happens to you.
Do, or do not, there is no try.
- An Asian father.
- An Asian father.
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XenonSurf
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Thanks very much for your offer to send in my savegame. If it really helps YOU, I will do it at anytime. Please tell me so and I will mail it.From post: 188082, Topic: tid=12674, author=Vice wrote:Modules just need to be near in other/in range for their effects to apply. But for appearance and space efficiency, it can be beneficial to connect them. If you find a particular module that is designed to connect to others, but doesn't to a certain other module or modules, simply send me the save game at the location you are trying to build with the other modules you are trying to connect to in place. I've done some changes in recent months to calibrate a few particular module types a little better, but there may be one or two combinations that may need further tuning. However, as Marvin pointed out, exact placement isn't required for them to function properly.
But as for me, I don't want that you lose time just because I have a problem - which is not one (stations parts work anyway).
I know by reading your announcements that you constantly work on EL, I appreciate very much, and I will be patient like everybody.
What you would see in my savegame is:
A command module, and just below a Production module, aligned vertically but with some little space between the 2 modules.
Greets,
XenonS

