HUD/Center: Difference between revisions
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==Target Information== | ==Target Information== | ||
Displays textual information on the current target, such as their name, ship type, and currently targeted subsystem. | Displays textual information on the current target, such as their name, ship type, and currently targeted subsystem. If no target is selected then information on the system is displayed. | ||
==Target Hologram== | ==Target Hologram== | ||
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==Compass== | ==Compass== | ||
The white circle marker indicates the position of the target relative to the ship's current heading. | The white circle marker indicates the position of the target relative to the ship's current heading. If the marker is a solid white then the target is in front of the ship and if the marker is an outline then the target is behind. The Compass turns blue when the ship is lined up for a hyperspace jump to another system. | ||
The compass will point towards any of the following: | The compass will point towards any of the following: | ||
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==Heat Indicator== | ==Heat Indicator== | ||
Displays the current temperature of the ship (as a percentage). | Displays the current temperature of the ship (as a percentage). Once the ship reaches around 150% heat it will begin to take damage. Normally heat is radiated away from the ship through vents, however there are still a few ways that a ship can overheat - flying too close to a star, [[Silent Running]] mode which will stop the ship from emitting heat will cause the heat to build up inside the ship, or using too many heat inducing modules too quickly (such as continual boosting followed by FSD activation). Under normal conditions, the heat vents of a ship will be able to keep a ship's heat manageable - though, in some situations the pilot may want to use a (previously equipped) [[Heat Sink Launcher]] to cool the ship. Upgrading the ship's [[Power Plant]] can also help keep the ship cooler when in heat intensive situations. | ||
==Scanner== | ==Scanner== | ||
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| Green || Friendly | | Green || Friendly | ||
|- | |- | ||
| Grey || | | Grey || | ||
Cargo or FSD Wake | Cargo or FSD Wake | ||
|- | |- | ||
| Blue || Wingmate | | Blue || Wingmate | ||
|- | |||
| Purple || Ship in interaction with Wingmate | |||
|- | |- | ||
| Flashing White || Shooting at Player | | Flashing White || Shooting at Player | ||
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==Power Distribution== | ==Power Distribution== | ||
Displays the current power distribution between the ship's three capacitors - Systems (SYS), Engines (ENG), and Weapons (WEP). | Displays the current power distribution between the ship's three capacitors - Systems (SYS), Engines (ENG), and Weapons (WEP). Energy in each capacitor is filled based upon how many pips are allocated to that capacitor. | ||
There are 6 pips <sup>(12 halves)</sup> | There are 6 pips <sup>(12 halves)</sup> that can be distributed at any time between the three capacitors by pressing the <code>Left Arrow</code> for Systems, <code>Up Arrow</code> for Engines, <code>Right Arrow</code> for Weapons, or <code>Down Arrow</code> to reset the pips to 2/2/2 <sup>(4/4/4 halves)</sup>. Each capacitor can be allocated a maximum of 4 pips <sup>(8 halves)</sup> which will cause them to regenerate at maximum speed and a minimum of 0 pips which will cause them to not regenerate at all. | ||
Each capacitor can store a maximum amount of energy determined by the ship's [[Power Distributor]]. | Each capacitor can store a maximum amount of energy determined by the ship's [[Power Distributor]]. When power is expended (either by shooting, regenerating shields, boosting, etc.) it then begins to regenerate back to maximum capacity at a rate determined by how many pips are allocated to its capacitor. | ||
Players can view what capacitor each module draws from in the ship's right control panel under the Module section. | Players can view what capacitor each module draws from in the ship's right control panel under the Module section. | ||
===Systems=== | ===Systems=== | ||
Shield and ship systems draw energy from this capacitor. | Shield and ship systems draw 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 (note that zero pips will result in very weak shields). | ||
===Engines=== | ===Engines=== | ||
Boosting draws energy from this capacitor. | Boosting draws 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. | ||
===Weapons=== | ===Weapons=== | ||
Weapons and some scanners draw energy from this capacitor. | Weapons and some scanners draw energy from this capacitor. Pips in this capacitor will allow weapons to cool faster thus reducing overheating problems. | ||
==Signature== | ==Signature== | ||
The waveform in the heat signature display indicates how much heat the ship is emitting to space. | The waveform in the heat signature display indicates how much heat the ship is emitting to space. A flatter waveform means less heat is being emitted, therefore it will be more difficult for the sensors of other ships to detect the ship's signature. When [[Silent Running]] is switched on the waveform will be replaced with blue "Silent Running" text. | ||
==Fuel== | ==Fuel== | ||
The ship's fuel information is displayed here as a number, a thin line, and a segmented bar. | The ship's fuel information is displayed here as a number, a thin line, and a segmented bar. | ||
The number displays how much fuel (in tons) the ship is currently using per hour - so 0.22/h means that the ship will consume 0.22 Tons of fuel every hour at the current rate. | The number displays how much fuel (in tons) the ship is currently using per hour - so 0.22/h means that the ship will consume 0.22 Tons of fuel every hour at the current rate. Note that the number changes based upon how fast the ship is moving and if it is in supercruise or in normal space. | ||
The thin line displays the current running fuel that the ship has - consumed when in supercruise or normal space. | The thin line displays the current running fuel that the ship has - consumed when in supercruise or normal space. The segmented bar displays how much fuel is in the ship's main fuel tank and is predominantly consumed when performing [[Hyperspace]] jumps. | ||
==Misc Indicators== | ==Misc Indicators== | ||
There are three sections here : Mass Locked, Landing Gear, and Cargo Scoop. | There are three sections here : Mass Locked, Landing Gear, and Cargo Scoop. When the state is active the box will light up, and when inactive (default state) it will be your UI's default color. | ||
* Mass Locked - Lights up when the ship is too close to a large object that is disrupting its ability to use the [[Frame Shift Drive|FSD]]. | * Mass Locked - Lights up when the ship is too close to a large object that is disrupting its ability to use the [[Frame Shift Drive|FSD]]. | ||
* [[Landing Gear]] - Lights up when the landing gear is deployed. | * [[Landing Gear]] - Lights up when the landing gear is deployed. Must be deployed when landing at a station in order to complete the docking procedure. | ||
* [[Cargo Scoop]] - Lights up when the cargo scoop is deployed. | * [[Cargo Scoop]] - Lights up when the cargo scoop is deployed. Top speed will be limited while the cargo scoop is deployed. | ||
==Comms== | ==Comms== | ||
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==Proximity Indicators== | ==Proximity Indicators== | ||
The two elongated panels (with red lights in them) flash red or yellow as proximity alerts. | The two elongated panels (with red lights in them) flash red or yellow as proximity alerts. These panels may be in a different location or have a different shape depending on the ship's type. | ||