Pilots Guide: Difference between revisions

Added official videos
Revamped the Central HUD section
Line 20: Line 20:
</gallery>
</gallery>


== Centre Area (from left to right) ==
==Center HUD==
The centre area shows important tactical information.
The centre area shows important tactical information.


=== Current target information ===
[[File:CenterHUDLayout.jpg|center]]
[[Image:Cockpit Target Info.png|border|200px|right]]
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.{{clear}}


=== Current Target Hologram ===
==='''Target Information'''===
[[Image:Cockpit Target Holo.png|border|180px|right]]
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'''===
Shows a holographic image of the current target.
Shows a holographic image of the current target.


The following additional information is provided by the display:
The following information is provided by the hologram:
* orientation relative to ship
* orientation relative to ship
* shield strength
* shield strength
** displayed as three blue circles for full shields and reduces to three red for downed shields
* hull health
* hull health
* position of incoming damage{{clear}}
** displayed underneath the target ship model
* position of incoming damage
** displayed as flashes of light on the hologram
{{clr}}


=== Internal Temperature Gauge ===
==='''Compass'''===
[[Image:Cockpit Temperature Gauge.png|border|100px|right]]
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.
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 to 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.{{clear}}
==='''Heat Indicator'''===
Displays the current temperature of the ship (as a percentage).  Once the ship reaches around 140% 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.


=== Scanner ===
==='''Scanner'''===
[[Image:Cockpit Scanner.png|border|200px|right|Scanner in logarithmic mode]]
{| class="wikitable" border="1" style="font-size: 12px; float: right;"
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. The scanner can be switched in the options menu between linear and logarithmic mode, in logarithmic mode the area nearest to the ship is magnified to provide more resolution on the relative positions of object nearby.
|+ Scanner Icons
|-
! Type !! Meaning
|-
| Green || Friendly
|-
| Yellow || Neutral
|-
| Red || Hostile
|-
| Grey || Cargo or FSD Wake
|-
| Flashing Red || Shooting at Player
|-
| Square || Weapons Not Deployed
|-
| Triangle || Weapons Deployed
|-
| Solid Icon || NPC
|-
| Outlined Icon || Player
|-
| Flickering Yellow || Unresolved Contact
|}
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. The scanner can be switched between linear and logarithmic mode, in logarithmic mode the area nearest to the ship is magnified to provide more resolution on the relative positions of object nearby.


==== Scanner Icons ====
The yellow marker in the gauge directly underneath the edge of the scanner circle shows the current scanning range. The scanner range is smaller if the marker is towards the left-hand side and at its maximum when set to the far right.  By default the scanner range can be changed by pressing <code>Page Up</code> to decrease range and <code>Page Down</code> to increase range.{{cite}}
* Green: friendly
{{clr}}
* Yellow: neutral
* Red: hostile
* Red flashing white: shooting at player


* Square: weapons not deployed
==='''Speed Indicator'''===
* Triangle: weapons deployed
The speed indicator displays many things and can be one of the most important gauges when maneuvering.
* The current speed is displayed at the top as a number
* The horizontal bars indicate how fast the ship is moving relative to it's normal maximum speed (note that it is possible to temporarily go faster than the normal maximum by boosting)
* The moving horizontal line represents the current throttle
* The blue section indicates the optimal turning speed - try to keep the throttle within this zone to make tight maneuvers


* Solid: NPC
==='''Ship Hologram'''===
* Outline: player
Shows a holographic image of your ship.


* Flickering yellow: possible or unresolved contact. Move closer to validate it and get a full lock on.
The following information is provided by the hologram:
 
* orientation relative to ship
==== Scanner Range ====
* shield strength
The yellow marker in the gauge directly underneath the edge of the scanner circle shows the current scanning range. The scanner range is smaller if the marker is towards the left-hand side and at its maximum when set to the far right.
** displayed as three blue circles for full shields and reduces to three red for downed shields
 
* hull health
=== Compass ===
** displayed underneath the target ship model
[[File:Compass.jpg|thumb|78x78px]]
* position of incoming damage
The yellow marker indicates the position of the target (or assigned docking pad) relative to the ship's current heading. The marker is solid if the target is in front of the ship and an outline if it is behind. This gauge changes to blue when you are lined up for a hyperspace jump to another system.{{clear}}
** displayed as flashes of light on the hologram
 
{{clr}}
=== Speed Gauge ===
[[Image:Cockpit Speed Gauge.png|border|100px|right]]
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 in which the ship is most maneuverable - generally around 50% throttle.{{clear}}
 
=== Ship Hologram ===
[[Image:Cockpit Ship Status.png|border|180px|right]]
A hologram showing the following information about the ship in real time:


* Current orientation changes
==='''Power Distribution'''===
* Shield status
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.
* Hull health
* Position of incoming damage{{clear}}


=== Power Capacitor Gauges ===
There are 6 pips 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, and <code>Down Arrow</code> to reset the pips to 2/2/2. Each capacitor can be allocated a maximum of 4 pips which will cause them to regenerate at maximum speed and a minimum of 0 pips which will cause them to not regenerate at all.
[[Image:Cockpit Pips.png|border|130px|right]]
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.


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.
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.


==== SYS - Systems ====
Players can view what capacitor each module draws from in the ship's right control panel under the Module section.
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 ====
====Systems====
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.
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).


==== WEP - Weapons ====
====Engines====
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.
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 and some scanners draw energy from this capacitor.  Pips in this capacitor will allow weapons to cool faster thus reducing overheating problems.


=== Signature ===
==='''Signature'''===
[[Image:Cockpit Heat Signature.png|border|130px|right]]
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.
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) ==
==Contacts Panel (Left 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.
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.
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) ==
==Systems Panel (Right Panel)==
This panel has two important sub-panels: Modules, Fire Groups
This panel has two important sub-panels: Modules, Fire Groups


Line 129: Line 145:
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.
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.


== Additional Guides ==
==Additional Guides==
* [http://i.imgur.com/NRYja8k.jpg Blazing your own trail in Elite: Dangerous]
* [http://i.imgur.com/NRYja8k.jpg Blazing your own trail in Elite: Dangerous]
** This infographic provides a good overview and insightful starting information for each profession.
** This infographic provides a good overview and insightful starting information for each profession.


__NOTOC__
__NOTOC__