Pilots Guide: Difference between revisions
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==== (1) Current target info ==== | ==== (1) Current target info ==== | ||
This shows textual | This shows textual information on the current target, such as their name, and the currently targeted sub system. If no target is selected, information on the system is displayed along a holographic image of a planet. | ||
==== (2) Current Target Holo ==== | ==== (2) Current Target Holo ==== | ||
Shows a holographic image of the current target. Additional | Shows a holographic image of the current target. Additional information provided include its shield strength, hull health, and where on the shield and hull shots are hitting. | ||
==== (3) Internal Temperature Gauge ==== | ==== (3) Internal Temperature Gauge ==== | ||
Displays the | Displays the current temperature of the ship (as a percentage). | ||
Normally heat is radiated away from the ship through vents, however the "[[Silent Running]]" mode can be engaged to stop heat emission, causing the heat to build up in the ship. Due to a ship only being able withstand a certain amount of heat before taking damage, it is important to keep heat levels below a certain percentage. Under normal conditions, the heat vents of a ship will be able to achieve that - though, in some situations the pilot may want to use a (previously equipped) [[heat Sink Launcher]] to cool the ship. | |||
==== (4) Scanner ==== | ==== (4) Scanner ==== | ||
Displays the surrounding area | Displays contacts and signals in the surrounding area. Objects are displayed depending on their position to the player's ship. Contacts are shown in various colours and shapes, indicating information about each contact. All signals are resolved once their signature strength exceeds a certain sensor threshold. Signature strength is determined based on distance to the signal and its emitted heat. | ||
===== Scanner Icons ===== | ===== Scanner Icons ===== | ||
* Green | * Green: friendly | ||
* Yellow | * Yellow: neutral | ||
* Red | * Red: hostile | ||
* Red flashing white | * Red flashing white: shooting at player | ||
* Square | |||
* Triangle weapons deployed | * Square: weapons not deployed | ||
* Solid | * Triangle: weapons deployed | ||
* Outline | |||
* Flickering yellow | * Solid: NPC | ||
* Outline: player | |||
* Flickering yellow: possible or unresolved contact. Move closer to validate it and get a full lock on. | |||
==== (5) Speed Gauge ==== | ==== (5) Speed Gauge ==== | ||
Shows the current | Shows the current throttle setting and ship velocity. Boosts will accelerate the ship to speeds beyond its normal maximum speed. Once the boost subsides, it will slowly drop back to the throttle speed. | ||
The blue zone on the speed gauge shows the speed range | The blue zone on the speed gauge shows the speed range in which the ship is most maneuverable - generally around 50% throttle. | ||
==== (6) Ship | ==== (6) Ship Hologram ==== | ||
A | A hologram showing the current state of the ship, its orientation, shield status, and hull health. | ||
==== (7) Power Capacitor Gauges ==== | ==== (7) Power Capacitor Gauges ==== | ||
Represents the capacitors of the ship as 3 bars: SYS / ENG / WEP. Energy in | Represents the capacitors of the ship as 3 bars: SYS / ENG / WEP. Energy in each capacitor is displayed by the fill status of its bar. It allows the connected ship systems to charge faster, overheat less or provide more energy. | ||
Capacitors with more pips assigned to them will recharge faster | Power can be reallocated to enhance certain aspects of the ship in favour of decreasing others. The power routed into a system is displayed by 'pips', which are the little points below each bar. Capacitors with more pips assigned to them will recharge faster, and those with no pips will not recharge their bar at all. | ||
===== SYS - Systems ===== | ===== SYS - Systems ===== | ||
Shield and ships systems take energy from this capacitor. The more energy here the faster the shields will recharge. Pips in this capacitor will | Shield and ships systems take energy from this capacitor. The more energy stored here, the faster the shields will recharge. Pips in this capacitor will influence the overall strength of the shields. | ||
===== ENG - Engines ===== | ===== ENG - Engines ===== | ||
Boosting uses up energy from | Boosting uses up energy from this capacitor. A boost can only be activated if there is a sufficient amount of energy stored. Pips in this capacitor will influence the ship's maximum speed, optimum maneuverability range, and top boost speed. | ||
===== WEP - Weapons ===== | ===== WEP - Weapons ===== | ||
Energy in this capacitor will allow weapons to cool faster, slowing the overheating | Energy in this capacitor will allow weapons to cool faster, slowing the overheating that can be caused when firing them repeatedly. When weapons are fired, energy is drained. | ||
==== (8) Signature ==== | ==== (8) Signature ==== | ||
The waveform in the heat signature display indicates how much heat the ship radiates away. A flatter waveform means less heat is radiated away, therefore it will be more difficult for sensors of other ships to resolve the ship's signature as a contact. | |||
=== Left Side Panel (Contacts Panel) === | === Left Side Panel (Contacts Panel) === | ||
This panel shows contacts and subsystems of a targeted contact. The contacts sub-panel can be used to target a contact. It shows the type of the target, hull health and shield strength. | |||
Once the target is scanned, the subsystems panel will show more information on specific sub-systems of it, and allowing players to target them. The health of each subsystem of the target is displayed here. | |||
=== Right Panel (Systems Panel) === | === Right Panel (Systems Panel) === | ||
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==== Modules ==== | ==== Modules ==== | ||
The modules panel shows each system module of the ship | The modules panel shows each system module of the ship along with its health, type and amount of power drawn from the power planet (this translates in to heat generated). | ||
Modules 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. | 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 ==== | ==== Fire Groups ==== | ||
Ships can hold multiple weapons of all varieties and kinds | Ships can hold multiple weapons of all varieties and kinds. Fire groups can be assigned to weapons, the Yellow squares representing the primary fire, and the blue squares secondary fire. Multiple fire groups can be created, allowing different combinations of weapons and fire button assignments to be used. Previously created groups can be switched on the fly using the "cycle fire group" button. | ||
The first single-player combat mission starts with a configuration of only one fire group with both weapons assigned as primary, meaning they both fire when the trigger is pressed. In this example, another fire group could be set-up, with only one gun assigned 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 === | === Centre top === | ||
==== (9) Proximity ==== | ==== (9) Proximity ==== | ||
The two elongated white panels (with | The two elongated white panels (with red lights in them) flash red or yellow on proximity alerts. These panels may be in a different location or have a different shape depending on the ship's type. | ||