Jump to content

Pilots Guide: Difference between revisions

From Elite Dangerous Wiki
m Spelling mistake
reworded, reformatted, fixed typos
Line 1: Line 1:
==Introduction==
This guide is designed to help a new or experienced pilot get the most out of their spacecraft. It uses the Falcon Delacy Sidewinder as an example but the concepts are applicable to all spacecraft in the universe of Elite: Dangerous.


 
== Cockpit ==
This guide is designed to help a new or experienced pilot get the most out of their spacecraft. It uses the Falcon Delacy Sidewinder as an example but the concepts are applicable to all spacecraft in the universe of Elite: Dangerous.
==Your Cockpit==
[[File:SideWinder_Cockpit_Guide1.jpg|frame|left|Sidewinder Cockpit]]
[[File:SideWinder_Cockpit_Guide1.jpg|frame|left|Sidewinder Cockpit]]


===Centre Area (from left to right)===
=== Centre Area (from left to right) ===
 
The centre area shows important tactical information.
 
'''(1) Current target info''' - shows textual info on your current target, e.g. their name, currently targeted sub system. If no target selected then it shows information on the system and shows a planet in the target holo.
 
'''(2) Current Target Holo''' - shows a holo of your current target, this shows shield strength info, displays where on the shield and hull your strikes are hitting. Also displays the hull health of the target.
 
'''(3) Internal Temperature Gauge''' - Displays the total temperature of your ship. Normally your ship runs with vents open and this allows this to be kept in check by the ship. If you are in Silent Running Mode (see later) this will climb depending on the systems that you have active on your ship (again see later).
 
'''(4) Scanner''' - Displays the surrounding area, objects are displayed depending on their position to your ship. Colours denote hostile targets, neutral and also show other large objects such as large asteroids. The contacts on the scanner are picked up by a combination of heat and distance. So the more hotter a ship is, it can be picked up at a much further distance than an other ship that is cooler.
 
Scanner Icons are as follows:
 
*Green is friendly.
 
*Yellow is neutral.
 
*Red is hostile.
 
*Red flashing white is shooting at you
 
*Square means weapons not deployed.
 
*Triangle weapons deployed.
 
*Solid is NPC.
 
*Outline is player.


==== (1) Current target info ====
This shows textual info on the current target, e.g. their name, currently targeted sub system. If no target selected then it shows information on the system and shows a planet in the target holo.


'''(5) Speed Gauge''' - Shows the current speed of your ship. The indicator that moves is the speed you set, the bar then rises and falls as the fly-by-wire system matches the ships actual speed with the one that you have set. (NOTE: When you boost the speed goes above the speed max speed of the ship for a short while - but then when the energy runs out it then returns back to the level that is currently set by the indicator.)
==== (2) Current Target Holo ====
Shows a holographic image of the current target. Additional info provided include its shield strength, hull health, and where on the shield and hull shots are hitting.


When moving forward, a blue zone will appear on the speed guage  This shows the speed range within which your ship is most manoeuvrable (generally around 50% full thrust).
==== (3) Internal Temperature Gauge ====
Displays the total temperature of the ship. Normally a ship runs with vents open, allowing the ship to radiate away its heat. If Silent Running Mode (see below) is engaged,  heat will climb depending on the systems that are active (see below).


'''(6) Ship Holo''' - A holo showing the current state of your ship, its orientation, shield status, hull health.
==== (4) Scanner ====
Displays the surrounding area, objects are displayed depending on their position to the player's ship. Colours denote hostile targets, neutral and also show other large objects such as large asteroids. The contacts on the scanner are picked up by a combination of heat and distance. Hot ships can be picked up at a much further distance than cooler ones.


'''(7) Power Capacitor Gauges''' - There are 3 bars: SYS / ENG / WEP. Each bar represents a capacitor in the ship. Energy in the bar allows the connected ships system to charge faster, overheat less or provide more energy. You can allocate how the power from your power unit is allocated to these capacitors by setting the 'pips', the more 'pips' the more power is allocated to this capacitor.
===== Scanner Icons =====
* Green is friendly.
* Yellow is neutral.
* Red is hostile.
* Red flashing white is shooting at player.
* Square means weapons not deployed.
* Triangle weapons deployed.
* Solid is NPC.
* Outline is player.


SYS - Shield and ships systems take energy from this capacitor. The more energy here the faster your shields will recharge.
==== (5) Speed Gauge ====
Shows the current speed. The indicator that moves is the throttle set, the bar then rises and falls as the fly-by-wire system matches the ships actual speed with the desired speed. Boosting will accelerate the ship further, reaching speeds beyond the ship's max speed. Once the boost subsides, it will slowly drop back to the indicator speed.


ENG - Engines - the more energy available here the more you can boost. When you press boost you will see a chunk of energy disappear from this capacitor. You can only boost again when this capacitor has the available energy again.
When moving forward, a blue zone will appear on the speed guage This shows the speed range within the ship is most manoeuvrable (generally around 50% full thrust).


WEP - Weapons - the more energy in here, the slower your weapons overheat. When you fire an energy weapon the energy comes from this capacitor. So the more energy you divert here the less your guns will run dry.
==== (6) Ship Holo ====
A holo showing the current state of the ship, its orientation, shield status, hull health.


'''(8) Signature''' - This shows how "visible" you are on another ships scanners. The flatter the line the less visible you are. Going to silent running will mean that this bar stays as flat as possible - provided you are not firing energy weapons.
==== (7) Power Capacitor Gauges ====
Represents the capacitors of the ship as 3 bars: SYS / ENG / WEP. Energy in a capacitor (displayed by the fill status of each bar) allows the connected ships systems to charge faster, overheat less or provide more energy. Power can be reallocated to enhance certain aspects of the ship in favour of decreasing others. The points below each bar are called 'pips' and represent the power distribution among the 3 capacitors.


NOTE: Silent running - when you are in silent running mode your ships vents are closed so the heat cannot escape - but it still builds up. (See temperature gauge). If this temperature gauge hits 100%+ you start to take damage and your weapons cannot fire as they are classed as overheated.
Systems with more pips will recharge their capacitors faster, and systems with no pips will not recharge them at all.


NOTE2: Heat Sinks - if your temperature gets too high whilst silent running, you can eject a heat sink and this will reduce your internal temperature to zero, but it will start to build up again until you turn off silent running again and open your vents
===== SYS - Systems =====
Shield and ships systems take energy from this capacitor. The more energy here the faster shields will recharge.


==='''Left Side Panel (Contacts Panel)'''===
===== ENG - Engines =====
Boosting uses up energy from the engine capacitor, a boost can only be activated if there is a sufficient amount of energy stored. Pips in this capacitor will also influence the ship's speed.


===== WEP - Weapons =====
Energy in this capacitor will allow weapons to cool faster, slowing the overheating process. When weapons are fired, energy is drained.


This panel shows Contacts and Subsystems for the selected contact. On this panel you can select a target that is on your scanner (just like target select from your controller). On here it shows the type of target, the hull health and shield health.
==== (8) Signature ====
Shows how "visible" the ship is to another ships sensors. The waveform indicates heat signature, thus a flatter The flatter wave means the ship is less visible and will be harder to be resolved as a contact by other ships. Enabling silent running mode stop all heat emissions, but will build up heat in the ship. A ship can only withstand a certain amount of heat before taking damage.


The Subsystems panel shows more information on the selected target (but it does have to have been a selected target for a few seconds). Here you can target a specific sub-system (and see the health etc. of the others).
Heat sinks can be used to temporarily cool the ship by heating them up and ejecting them.


=== Left Side Panel (Contacts Panel) ===


==='''Right Panel (Systems Panel)'''===
This panel shows Contacts and Subsystems for the selected contact. On this panel a target from the ship's scanner can be selected. It shows the type of target, the hull health and shield health.


The Subsystems panel shows more information on the selected target (once scanned). Here specific sub-systems can be targeted, and their health is displayed.


There are two sub-panels here: Modules, Fire Groups
=== Right Panel (Systems Panel) ===
This panel has two important sub-panels: Modules, Fire Groups


'''Modules''' - This panel shows each system module on your ship. The type and the amount of power it draws from the power planet (this translates in to heat generated). From here you can turn off/on systems. Only systems that are turned on contribute to your temperature (so the more systems off- the less your temperature increases when silent running). Priority tells the the system the order in which to shut down systems if there is not enough to feed all systems (by default they are all set to the same for a balanced power distribution). The health of a module is also shown.
==== Modules ====
The modules panel shows each system module of the ship, its health, and the type and the amount of power it draws from the power planet (this translates in to heat generated).


The total power usage and total heat generated are shown below the list.
From systems can be turned on/off and re-prioritized. Prioritization affects which systems will shut down first if the ship cannot sustain energy flow for all modules (due to damage to the power plant).  


'''Fire Groups''' - You can have multiple weapons installed, e.g. a Beam weapon, Missile Launcher, Heat Sink. Here you assign the weapons to fire groups. Yellow squares represent the primary, blue the secondary. You can create multiple fire groups - e.g. missile as primary, beam as secondary in fire group 1, heat sink as primary and beam as secondary in fire group 2. You can then switch fire groups on the fly using the cycle fire group button.
Disabled systems don't draw power and thus don't generate heat. Total power usage and heat generated are shown below the list.


On the first mission there is only one fire group with both weapons assigned as primary - so they both fire when the trigger is pressed. You could set up another fire group and assign only one gun to each fire group. Have a play with it and you will figure it out.
==== Fire Groups ====
Ships can hold multiple weapons of all varieties and kinds, e.g. a Beam weapons, Missile Launchers, Heat Sinks. Fire groups can be assigned to weapons. Yellow squares represent the primary, blue the secondary. Multiple fire groups can be created - e.g. missile as primary, beam as secondary in fire group 1, heat sink as primary and beam as secondary in fire group 2. Fire groups can be switched on the fly using the cycle fire group button.


==='''Centre top'''===
On the first single-player combat mission there is only one fire group with both weapons assigned as primary - so they both fire when the trigger is pressed. A player could set up another fire group and assign only one gun to each of the two fire groups. It will help to try around with this to get a good understanding of the mechanic.


=== Centre top ===


(9) The two elongated white panels (with the red lights in) actually flash red or yellow depending on if you are in proximity to another object, like an asteroid. These panels may be in a different loction or have a different shape depending on the spacecraft.
==== (9) Proximity ====
The two elongated white panels (with the red lights in) actually flash red or yellow depending on if in proximity to another object, like an asteroid. These panels may be in a different location or have a different shape depending on the ship's type.

Revision as of 09:41, 2 August 2014

This guide is designed to help a new or experienced pilot get the most out of their spacecraft. It uses the Falcon Delacy Sidewinder as an example but the concepts are applicable to all spacecraft in the universe of Elite: Dangerous.

Cockpit

File:SideWinder Cockpit Guide1.jpg
Sidewinder Cockpit

Centre Area (from left to right)

The centre area shows important tactical information.

(1) Current target info

This shows textual info on the current target, e.g. their name, currently targeted sub system. If no target selected then it shows information on the system and shows a planet in the target holo.

(2) Current Target Holo

Shows a holographic image of the current target. Additional info provided include its shield strength, hull health, and where on the shield and hull shots are hitting.

(3) Internal Temperature Gauge

Displays the total temperature of the ship. Normally a ship runs with vents open, allowing the ship to radiate away its heat. If Silent Running Mode (see below) is engaged, heat will climb depending on the systems that are active (see below).

(4) Scanner

Displays the surrounding area, objects are displayed depending on their position to the player's ship. Colours denote hostile targets, neutral and also show other large objects such as large asteroids. The contacts on the scanner are picked up by a combination of heat and distance. Hot ships can be picked up at a much further distance than cooler ones.

Scanner Icons
  • Green is friendly.
  • Yellow is neutral.
  • Red is hostile.
  • Red flashing white is shooting at player.
  • Square means weapons not deployed.
  • Triangle weapons deployed.
  • Solid is NPC.
  • Outline is player.

(5) Speed Gauge

Shows the current speed. The indicator that moves is the throttle set, the bar then rises and falls as the fly-by-wire system matches the ships actual speed with the desired speed. Boosting will accelerate the ship further, reaching speeds beyond the ship's max speed. Once the boost subsides, it will slowly drop back to the indicator speed.

When moving forward, a blue zone will appear on the speed guage This shows the speed range within the ship is most manoeuvrable (generally around 50% full thrust).

(6) Ship Holo

A holo showing the current state of the ship, its orientation, shield status, hull health.

(7) Power Capacitor Gauges

Represents the capacitors of the ship as 3 bars: SYS / ENG / WEP. Energy in a capacitor (displayed by the fill status of each bar) allows the connected ships systems to charge faster, overheat less or provide more energy. Power can be reallocated to enhance certain aspects of the ship in favour of decreasing others. The points below each bar are called 'pips' and represent the power distribution among the 3 capacitors.

Systems with more pips will recharge their capacitors faster, and systems with no pips will not recharge them at all.

SYS - Systems

Shield and ships systems take energy from this capacitor. The more energy here the faster shields will recharge.

ENG - Engines

Boosting uses up energy from the engine capacitor, a boost can only be activated if there is a sufficient amount of energy stored. Pips in this capacitor will also influence the ship's speed.

WEP - Weapons

Energy in this capacitor will allow weapons to cool faster, slowing the overheating process. When weapons are fired, energy is drained.

(8) Signature

Shows how "visible" the ship is to another ships sensors. The waveform indicates heat signature, thus a flatter The flatter wave means the ship is less visible and will be harder to be resolved as a contact by other ships. Enabling silent running mode stop all heat emissions, but will build up heat in the ship. A ship can only withstand a certain amount of heat before taking damage.

Heat sinks can be used to temporarily cool the ship by heating them up and ejecting them.

Left Side Panel (Contacts Panel)

This panel shows Contacts and Subsystems for the selected contact. On this panel a target from the ship's scanner can be selected. It shows the type of target, the hull health and shield health.

The Subsystems panel shows more information on the selected target (once scanned). Here specific sub-systems can be targeted, and their health is displayed.

Right Panel (Systems Panel)

This panel has two important sub-panels: Modules, Fire Groups

Modules

The modules panel shows each system module of the ship, its health, and the type and the amount of power it draws from the power planet (this translates in to heat generated).

From systems can be turned on/off and re-prioritized. Prioritization affects which systems will shut down first if the ship cannot sustain energy flow for all modules (due to damage to the power plant).

Disabled systems don't draw power and thus don't generate heat. Total power usage and heat generated are shown below the list.

Fire Groups

Ships can hold multiple weapons of all varieties and kinds, e.g. a Beam weapons, Missile Launchers, Heat Sinks. Fire groups can be assigned to weapons. Yellow squares represent the primary, blue the secondary. Multiple fire groups can be created - e.g. missile as primary, beam as secondary in fire group 1, heat sink as primary and beam as secondary in fire group 2. Fire groups can be switched on the fly using the cycle fire group button.

On the first single-player combat mission there is only one fire group with both weapons assigned as primary - so they both fire when the trigger is pressed. A player could set up another fire group and assign only one gun to each of the two fire groups. It will help to try around with this to get a good understanding of the mechanic.

Centre top

(9) Proximity

The two elongated white panels (with the red lights in) actually flash red or yellow depending on if in proximity to another object, like an asteroid. These panels may be in a different location or have a different shape depending on the ship's type.