{"data":{"id":12936,"title":"Engineering: Ship Components Systems","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/12936-Engineering-Ship-Components-Systems","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12936","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12936","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":119,"name":"Hornetblastoff.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ktvld5a7g7cipr\/source\/Hornetblastoff.jpg","alt":"","size":392923,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:28:26+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/119","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/119\/similar"},{"id":379,"name":"Ueeadvocacy-Textured.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/12uwczsoez2ehr\/source\/Ueeadvocacy-Textured.jpg","alt":"","size":298306,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:23:02+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/379","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/379\/similar"},{"id":391,"name":"Hornet_top_modules.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/my0lvje4ki6v3r\/source\/Hornet_top_modules.png","alt":"","size":774975,"mime_type":"image\/png","last_modified":"2013-07-19T05:22:47+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/391","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/391\/similar"},{"id":392,"name":"Hornet_front_modules.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/796pti3spretrr\/source\/Hornet_front_modules.png","alt":"","size":731982,"mime_type":"image\/png","last_modified":"2013-07-19T05:22:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/392","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/392\/similar"},{"id":393,"name":"Hornet_Blueprint2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wlq8nac1b2cbqr\/source\/Hornet_Blueprint2.jpg","alt":"","size":598650,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:22:44+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/393","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/393\/similar"},{"id":394,"name":"Systems_table_1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/t06pdjm4vj7ydr\/source\/Systems_table_1.jpg","alt":"An example of the hardpoints and hardpoint capacity for two Hornet variations: civilian, and military","size":169177,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:22:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/394","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/394\/similar"},{"id":395,"name":"Hornet_PerspectiveView_Modules.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/axnppchqo96prr\/source\/Hornet_PerspectiveView_Modules.jpg","alt":"","size":236718,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:22:48+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/395","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/395\/similar"},{"id":396,"name":"CS_SC_JOKER_COMP_01A.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/btt8jet8753w0r\/source\/CS_SC_JOKER_COMP_01A.jpg","alt":"","size":1147594,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:17:22+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/396","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/396\/similar"},{"id":397,"name":"Systems_table_2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/52xkvtfk898oxr\/source\/Systems_table_2.png","alt":"","size":23647,"mime_type":"image\/png","last_modified":"2013-07-19T05:22:40+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/397","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/397\/similar"},{"id":21879,"name":"Hornetpostbtn.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vxpwvr013onxlr\/source\/Hornetpostbtn.jpg","alt":"","size":46548,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:24:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/21879","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/21879\/similar"}],"images_count":10,"translations":{"en_EN":"Ships are the heart of Star Citizen and your personal ship will be the heart of your Star Citizen experience. It will be your home, your mode of transportation, your line of defense against pirates, Vanduul raiders and the dangers of vacuum itself\u2026 and what\u2019s more, it will be an expression of your personal style and gameplay preferences. Every sci-fi fan has dreamed about customizing their own Millennium Falcon or manning the stations on their own bridge of the USS Enterprise, blasting off on adventures in space against evil empires and mysterious aliens. These fantasies are at the heart of our ship customization system: when you build a ship, we want you to feel like that ship is yours; that it\u2019s not just a carbon copy of every other Aurora or Freelancer that you encounter. You will have a sense of pride when you pilot your craft, knowing that while there may be many like it this one is your own, unique in the universe.\n\nTo accomplish this, we\u2019ve spent a lot of time drilling down from the initial ship document that we released during the crowdfunding campaign. We\u2019ve been working out what makes up a ship, how ships can be upgraded and how they balance against each other. There\u2019s still a lot of work to do, but we\u2019re far enough along that we wanted give you a glimpse into how these systems work.\n\nCombat in Star Citizen is fast paced and dependent on player skill. There is no auto-attack or random dice rolling and pilots will not be able to buy their way to victory. One of the most important rules to remember is that the most expensive parts may not be the right tool for the job, and that even the most decked-out ship can be bested by a skilled pilot in a lesser craft. Our job was to create a system that honored this promise: one where upgrades meant building a ship that speaks to your personal preferences rather than one that\u2019s simply the acknowledged all-around best option.\n\nWhat we decided was that this style of play demands a different approach to items. You won\u2019t necessarily find that \u201clevel 2\u201d laser cannons are objectively better than \u201clevel 1\u201d laser cannons. In fact, you won\u2019t find the word level anywhere in the game \u2013 except maybe next to an elevator shaft. One of the benefits to this is that there is absolutely no level scaling. All the items in the game are there for a reason. They fill a role, and accomplish a specific task. In many ways, our equipment system has a lot more in common with legendary table top battle simulations than it has with modern fantasy MMOs.\n\nThat\u2019s not to say every laser cannon is the same or every neutron gun is equivalent. There are going to be different grades of equipment. As in real life, some companies will provide very basic versions cheaply, while others will provide expertly designed and constructed versions that are harder to come by. You make the choice between the affordable, readily available SpaceMart laser that may break down more, generate more heat and be less efficient\u2026 or the hand-constructed German-engineered version from a master weapons builder that will set you back a stack of credits in return for an especially reliable, efficient gun. (And you don\u2019t even want to know how the laser cannons built by Joker could end up working!)\n\nWhat this all boils down to is that at its core, ship modification is a game of resource management where players will juggle space requirements, power consumption, heat load, signature, mass, CPU resources, durability and the cost and availability of parts. We\u2019ve created a system that allows you to manage all of these individual pieces in intricate detail, but also build a unified whole that will behave the way you want it to without micromanagement during the actual combat.\n\nWe should also note that it is our intention to make all of this optional. The great challenge of game design is building something that is easy to pick up but difficult to master. You never NEED to drill down this deep to enjoy Star Citizen. If you\u2019re itching to get out there and fight or explore or trade, grab a factory model, add the few parts that you absolutely need, and head for the stars. If you\u2019d rather control every aspect of your ship\u2019s functions and tweak every element of its performance until it\u2019s just right for you, then we\u2019re giving you that option here! As with everything else in Star Citizen, choice is the watchword: you play how you want, and we just supply the tools. We believe that many of our users will be interested in this system since so many of you build and tweak your own PCs\u2026 and doing the same for your starships feels like a natural next step!\n\nWhat makes up a ship?\nHere\u2019s a look at some of the hardpoints and equipment that make up the ships of Star Citizen Hull: Hull is where you can mount additional armor for protection, reduce your mass for better handling or modify your cross-section to limit your signature.\n\nPower Plant: Power Plants supply the power that the rest of your ship will consume. It\u2019s the foundation on which all other systems function.\n\nAvionics: If the Power Plant is the heart of your ship, the avionics are the brain. Avionics calculate the advanced math required for the maneuvering thrusters, track and identify targets, and automatically route power and ensure functional life support. It is unique among systems in that it can also be upgraded with additional systems such as ITTS, better turret AI and a myriad of other options.\n\nAfterburners: Give a significant boost to thrust at the cost of expelling fuel inefficiently.\n\nShield Generators: Protect the ship from spaceborne debris and hostile fire. Generators come in multiple sizes, and have varying levels of segmentation (single \u2018bubble\u2019, front\/back, quadrant, etc.)\n\nIntake: Allows you to scoop free hydrogen in the vacuum of space or in the extreme upper atmosphere of gas giants to refill your working mass tank.\n\nFuel Tank: The fuel tanks deliver mass in the form of hydrogen to the power plant, which in turn delivers energy to supercharge the fuel and expel it at speed. If you run out far from civilized space, you better hope you have Triple A! (Your computer will warn you when you reach \u2018bingo fuel\u2019 \u2013 the point of no return after which you will not be able to reach a friendly base.)\n\nManeuvering Thrusters: Maneuvering thrusters are small thrusters that provide the majority of the pitch, roll and yaw control as well as correcting the ship\u2019s velocity vector to be in the direction it\u2019s pointing (if the IFCS is on). These can either be fixed in place, or have varying methods of articulation to improve control response.\n\nMain Thrusters: These provide the bulk of the forward thrust of a ship. Like maneuvering thrusters these can also be fixed in place or have thrust vectoring assist with the directional control of the craft. Articulated thrusters require more robust avionics.\n\nMiscellaneous: Weapon batteries to assist the recharge function of the energy weapons, ammo racks to store more ballistic ammunition, additional cooling systems to purge heat load, devices to hide your cargo, the list goes on and on\u2026\n\nClass 1 Weapon: Forward-fixed weapons that can mount larger weapon systems.\n\nClass 2 Weapon: Gimbal-mounted weapons that have limited pivot in a fixed direction. The increased cone of fire comes at the cost of smaller weapon size.\n\nClass 3 Hardpoint: Class 3 hardpoints can mount a variety of underbelly gear such as missile racks or extra fuel tanks.\n\nClass 4 Hardpoint: Generally used to mount turrets, some ships can also use these hardpoints for increased cargo space and other ships systems.\n\nResource Management\nSpace\nWe\u2019re not talking about stars here, we\u2019re looking at the space your ship has for upgrades. In this sense, space comes in two flavors. First, the ship must have the appropriate hardpoint for an item, and second that hardpoint must have the capacity for the item. Larger items generally add more mass to the ship than smaller items, and that will impact your performance in certain ways. Power and Heat Load\nPower Plants are the beating heart of the ship. Without power the ship (and likely the pilot) is dead in space. Power is at a premium, and pilots will find that they never seem to have enough to go around. With this in mind, will you opt to use your available power to install a more powerful weapon, or will you use it to power a larger set of thrusters?\n\nConsuming power also generates heat that must be dispersed from a ship\u2014much like a modern high-performance PC. If the ship can\u2019t cool itself, it begins to damage its components. Wise pilots will install more cooling than the minimum provided by the hull to handle unforeseen heat spikes like those that might occur in battle or because of damaged components.\n\nSignature\nAll ships generate an electromagnetic signature and reflect electromagnetic waves focused in their direction. These signatures are used by the avionics system to identify and track targets within its operational range. Power hungry ships will generate a much stronger EM signature while ships with minimal consumption may slip by unnoticed. Large ships reflect more radar waves back to active scanning units by virtue of their cross-sections. These signatures are also used by guided weapons to lock and navigate to their target. Signature is the primary concern for players wishing to maximize their stealth or avoid missile lock.\n\nMass\nMass is an important factor in determining the speed and maneuverability of your ship. As your mass goes up, your ability to rapidly change direction goes down. This stat is of primary concern for pilots who wish to maximize their speed and maneuverability.\n\nCPU\nRunning the components of the ship requires advanced circuitry and highly specialized software, all of which are grouped together under the ship\u2019s avionics system. These \u2018packages\u2019 offer more robust target identification, increased radar range, ITTS, and many other functions. In addition, other ship systems require data resources for proper operation. Examples include operation of the gimbal-mounted class 2 weapons and the AI systems for unmanned turrets.\n\nDurability\nHow resilient a part is to damage will be of prime importance to pilots who expect to operate in hostile conditions. A high-output power plant is useless if it stops working with only minimal wear, or succumbs to the first laser bolt that finds its way through the shields to the hull. Cost and Availability\nEvery part in the game has a cost in credits that must be paid to purchase it, but just having the money isn\u2019t enough. Not all parts are available everywhere, and even the locations that normally sell certain items can be out of stock if the supply chain to the factory has been disrupted. Players will need to travel far and wide to locate all the parts they wish to install.\n\nPerformance Tuning\nTinkering with your ship is of huge interest to many people. We see this in the real world: there are huge communities around PC overclocking and in hobbyist automotive tuning on the weekends. People just like knowing that they\u2019ve squeezed every last drop of performance out of their gear. We know you\u2019ll want to push your ship to the limit (or maybe just baaaarely past it) so we are including systems to let you try. Parts are manufactured within tolerances, and while every part that rolls off the line will function precisely to its rated value, its true capability can be discovered by players willing to risk the consequences of failure. Pushing hardware past its rated specifications can have disastrous results though, and even successfully tuned parts will likely be more power hungry and generate a larger signature!\n\nWhat you\u2019re doing is \u201coverclocking\u201d your weapons and modules, just like dedicated PC enthusiasts do to their CPUs! When Intel builds a chip it often (but not always!) has the capacity for a higher clock speed\u2026 and people who want to push their rigs to the limit will manually tweak their CPUs higher and higher. Those tolerances aren\u2019t known, though: sometimes a laser might get a 10% boost\u2026 rarer a 20% boost\u2026 and other times you might cause your overclocked gun to just generate excessive heat\u2026 or even damage itself! We anticipate some players will make a living overclocking upgrades and selling them to others at a premium\u2026 it\u2019s our equivalent of an MMO crafting system without the artificial \u201cleveling\u201d mechanic taking you out of the game.\n\nItem Quality\nJust like there are a myriad of .45 handgun producers in the real world, there are many companies that produce equivalent items in the Star Citizen universe. Not all gear is created equal, however. Some manufacturers are known for mass producing cheap gear for pilots on a budget, or for arms dealers supplying localized conflicts. As a rule, cheap gear is generally less efficient, less durable and prone to overheating, but has the advantage of being extremely inexpensive and highly available. The better manufacturers produce more efficient and reliable gear at a premium, with the best components being reserved for UEE Citizens and Military\u2026 or aboard yet to be discovered alien derelicts at the fringes of the galaxy!\n\nSome players can just pick up a laser and start shooting while others will spend days on a quest for the PERFECT laser for how they want to work their ship. Let\u2019s say you\u2019re interested in turning your Hornet into a stealth ship. You\u2019re going to buy the lowest-emission modules wherever possible: thinner shields that don\u2019t have such an energy signature, lasers that do less damage but generate less heat\u2026 thrusters that don\u2019t accelerate as quickly but better keep you hidden. And then you can go to increasing extremes that involve more and more gameplay: maybe you hear that a company on Terra has a low-emission laser that does more damage that you need to hunt down\u2026 or a pirate group on Spider has illegally hacked shields that add a little protection without giving out a higher signature! You\u2019ll travel the galaxy building the perfect ship rather than sitting in one hangar to put it together.\n\nTesting Your Equipment\nAn important part of this system is that it\u2019s not a rote recipe system; you don\u2019t find the specifications for the perfect laser and work at it until you\u2019re there. As with overclocking a PC or tuning a car there\u2019s always an element of chance \u2013 the tweak may fail and leave you with a module in need of repair\u2026 and you don\u2019t want to find that out when you\u2019re nose to nose with a pack of pirates! To counteract this, we plan to add an optional suite of testing\/burn-in equipment to your hangars, and some extra goodies in your avionics to track performance. Spending a little time and a few credits to run your newly overclocked shields or your maxed out cannons on the ground could end up saving your skin later on in space!\n\nLegality\nThe UEE Advocacy is part police force and part coast guard and is tasked with enforcing the safety of pilots within UEE space. To accomplish this, they regularly scan ships for contraband or illegal components. Many of the best ship parts are strictly limited to Citizens of the UEE, and others are completely forbidden. Pilots who choose to flout the rules in UEE space will be fined, have their contraband confiscated, or possibly be engaged by the Advocacy in the pursuit of their duties.\n\nPipes\nSo that\u2019s all great, but how do the parts work together? We accomplish this with various \u2018pipes\u2019 connecting the systems together. The power pipe supplies each device with power, while the data pipe transmits data between components. For example, the shield generator sends data out on the data pipe so the shield level can be displayed on the HUD. Pipes can be disrupted with varying repercussions! We want emergent gameplay to happen in your ship, not just in the larger game world, and a fully interconnected system of ship components allows us to make that happen.\n\nHere\u2019s an example of how the pipe system was initially designed:\n\nAll this detail and flexibility is great if you are into it, but what if you just want to strap in and blast off without worrying about how deep the customization system goes? No problem! Customization will allow you to specialize your ship, but you\u2019ll still be able to enjoy the game without tweaking all the nuts and bolts. Not everyone geeks out on the specifics: some just want to have fun blasting aliens and pirates from the cockpits of their space fighters. We\u2019ll definitely be catering to that play style too!\n\nWe\u2019re very excited about the direction of the ship upgrades system, and this is just the tip of the iceberg! Stay tuned over the coming months for more details!","de_DE":"Schiffe sind das Herzst\u00fcck von Star Citizen und Ihr pers\u00f6nliches Schiff wird das Herzst\u00fcck Ihrer Erfahrung mit Star Citizen sein. Es wird Ihr Zuhause sein, Ihr Transportmittel, Ihre Verteidigungslinie gegen Piraten, Vanduul-R\u00e4uber und die Gefahren des Staubsaugers selbst.... und au\u00dferdem wird es ein Ausdruck Ihres pers\u00f6nlichen Stils und Ihrer Spielvorlieben sein. Jeder Sci-Fi-Fan hat davon getr\u00e4umt, seinen eigenen Millenniumsfalken zu bauen oder die Stationen auf seiner eigenen Br\u00fccke der USS Enterprise zu besetzen und Abenteuer im All gegen b\u00f6se Reiche und mysteri\u00f6se Au\u00dferirdische zu erleben. Diese Fantasien sind das Herzst\u00fcck unseres Schiffsanpassungssystems: Wenn Sie ein Schiff bauen, m\u00f6chten wir, dass Sie das Gef\u00fchl haben, dass dieses Schiff Ihnen geh\u00f6rt; dass es nicht nur eine Kopie von jedem anderen Aurora oder Freelancer ist, dem Sie begegnen. Du wirst ein Gef\u00fchl des Stolzes haben, wenn du dein Schiff steuerst, weil du wei\u00dft, dass es zwar viele solche gibt, aber dieses ist dein eigenes, einzigartiges im Universum.\n\nUm dies zu erreichen, haben wir viel Zeit damit verbracht, das erste Schiffsdokument, das wir w\u00e4hrend der Crowdfunding-Kampagne ver\u00f6ffentlicht haben, zu analysieren. Wir haben herausgefunden, was ein Schiff ausmacht, wie Schiffe aufger\u00fcstet werden k\u00f6nnen und wie sie sich gegeneinander abw\u00e4gen. Es gibt noch viel zu tun, aber wir sind weit genug entfernt, um Ihnen einen Einblick in die Funktionsweise dieser Systeme zu geben.\n\nDer Kampf im Sternenb\u00fcrger ist schnell und abh\u00e4ngig von der F\u00e4higkeit des Spielers. Es gibt keinen Auto-Angriff oder zuf\u00e4lliges W\u00fcrfeln und die Piloten werden nicht in der Lage sein, sich ihren Weg zum Sieg zu kaufen. Eine der wichtigsten Regeln, die man sich merken sollte, ist, dass die teuersten Teile m\u00f6glicherweise nicht das richtige Werkzeug f\u00fcr den Job sind, und dass selbst das am meisten gedeckte Schiff von einem erfahrenen Lotsen in einem kleineren Schiff besiegt werden kann. Unsere Aufgabe war es, ein System zu schaffen, das dieses Versprechen einh\u00e4lt: eines, bei dem Upgrades den Bau eines Schiffes bedeuteten, das auf Ihre pers\u00f6nlichen Vorlieben eingeht, und nicht eines, das einfach die anerkannt rundum beste Option ist.\n\nWas wir entschieden haben, war, dass diese Spielweise eine andere Herangehensweise an Gegenst\u00e4nde erfordert. Sie werden nicht unbedingt feststellen, dass \"Level 2\" Laserkanonen objektiv besser sind als \"Level 1\" Laserkanonen. Tats\u00e4chlich wirst du den Wortlevel nirgendwo im Spiel finden - au\u00dfer vielleicht neben einem Aufzugsschacht. Einer der Vorteile dabei ist, dass es absolut keine Stufenskalierung gibt. Alle Gegenst\u00e4nde im Spiel sind aus einem bestimmten Grund vorhanden. Sie erf\u00fcllen eine Rolle und erf\u00fcllen eine bestimmte Aufgabe. In vielerlei Hinsicht hat unser Equipment-System viel mehr gemeinsam mit legend\u00e4ren Table Top Battle Simulationen als mit modernen Fantasy MMOs.\n\nDas hei\u00dft nicht, dass jede Laserkanone gleich ist oder jede Neutronenkanone gleichwertig ist. Es wird verschiedene Ausstattungsstufen geben. Wie im wirklichen Leben werden einige Unternehmen sehr einfache Versionen billig anbieten, w\u00e4hrend andere professionell entworfene und konstruierte Versionen anbieten, die schwerer zu bekommen sind. Sie treffen die Wahl zwischen dem erschwinglichen, leicht erh\u00e4ltlichen SpaceMart-Laser, der mehr Schaden anrichten kann, mehr W\u00e4rme erzeugt und weniger effizient ist.... oder der handgefertigten deutschen Version eines Waffenmeisters, die Sie gegen eine besonders zuverl\u00e4ssige und effiziente Waffe einen Stapel Credits zur\u00fccksetzen wird. (Und du willst nicht einmal wissen, wie die Laserkanonen von Joker funktionieren k\u00f6nnten!)\n\nWas das alles zusammenfasst, ist, dass die Schiffsmodifikation in ihrem Kern ein Spiel des Ressourcenmanagements ist, bei dem die Spieler mit Platzbedarf, Stromverbrauch, W\u00e4rmelast, Signatur, Masse, CPU-Ressourcen, Haltbarkeit sowie den Kosten und der Verf\u00fcgbarkeit von Teilen jonglieren. Wir haben ein System entwickelt, das es Ihnen erm\u00f6glicht, alle diese Einzelteile bis ins kleinste Detail zu verwalten, aber auch ein einheitliches Ganzes zu bilden, das sich ohne Mikromanagement w\u00e4hrend des eigentlichen Kampfes so verh\u00e4lt, wie Sie es sich w\u00fcnschen.\n\nWir sollten auch beachten, dass wir beabsichtigen, all dies optional zu machen. Die gro\u00dfe Herausforderung des Spieldesigns besteht darin, etwas aufzubauen, das leicht zu erlernen, aber schwer zu beherrschen ist. Man muss nie so tief eindringen, um Star Citizen zu genie\u00dfen. Wenn du darauf aus bist, da rauszukommen und zu k\u00e4mpfen oder zu erforschen oder zu handeln, nimm dir ein Fabrikmodell, f\u00fcge die wenigen Teile hinzu, die du unbedingt brauchst, und gehe zu den Sternen. Wenn Sie lieber jeden Aspekt der Funktionen Ihres Schiffes kontrollieren und jedes Element seiner Leistung optimieren m\u00f6chten, bis es genau das Richtige f\u00fcr Sie ist, dann geben wir Ihnen hier diese M\u00f6glichkeit! Wie bei allem anderen in Star Citizen ist Auswahl das Stichwort: Sie spielen, wie Sie wollen, und wir liefern nur die Werkzeuge. Wir glauben, dass viele unserer Benutzer an diesem System interessiert sein werden, da so viele von Ihnen Ihre eigenen PCs bauen und optimieren.... und das Gleiche f\u00fcr Ihre Raumschiffe zu tun, f\u00fchlt sich wie ein nat\u00fcrlicher n\u00e4chster Schritt an!\n\nWas macht ein Schiff aus?\nHier ist ein Blick auf einige der Schwierigkeiten und Ausr\u00fcstungen, aus denen die Schiffe von Star Citizen bestehen.\n\n\nRumpf: Im Rumpf k\u00f6nnen Sie zus\u00e4tzliche Schutzpanzerungen montieren, Ihre Masse f\u00fcr eine bessere Handhabung reduzieren oder Ihren Querschnitt \u00e4ndern, um Ihre Signatur zu begrenzen. Kraftwerk: Kraftwerke liefern den Strom, den der Rest deines Schiffes verbraucht. Es ist die Grundlage, auf der alle anderen Systeme funktionieren. Avionik: Wenn das Kraftwerk das Herzst\u00fcck Ihres Schiffes ist, ist die Avionik das Gehirn. Die Avionik berechnet die fortgeschrittene Mathematik, die f\u00fcr die Man\u00f6vriertriebwerke ben\u00f6tigt wird, verfolgt und identifiziert Ziele, leitet automatisch die Leistung weiter und sorgt f\u00fcr eine funktionelle Lebenserhaltung. Es ist einzigartig unter den Systemen, da es auch mit zus\u00e4tzlichen Systemen wie ITTS, besserer Turm-KI und einer Vielzahl anderer Optionen aufger\u00fcstet werden kann. Nachbrenner: Geben Sie dem Schub einen deutlichen Schub auf Kosten des ineffizienten Treibstoffaussto\u00dfes. Schildgeneratoren: Sch\u00fctzen Sie das Schiff vor Weltraumm\u00fcll und feindlichem Feuer. Generatoren gibt es in verschiedenen Gr\u00f6\u00dfen und mit unterschiedlichen Stufen der Segmentierung (einzelne \"Blase\", Vorder-\/R\u00fcckseite, Quadrant usw.): Erm\u00f6glicht es Ihnen, freien Wasserstoff im Vakuum des Weltraums oder in der extremen oberen Atmosph\u00e4re von Gasriesen zu sch\u00f6pfen, um Ihren Arbeitsmassentank wieder aufzuf\u00fcllen. Kraftstofftank: Die Kraftstofftanks liefern die Masse in Form von Wasserstoff an das Kraftwerk, das wiederum Energie liefert, um den Kraftstoff aufzuladen und mit hoher Geschwindigkeit auszutreiben. Wenn du weit weg vom zivilisierten Raum rennst, hoffst du besser, dass du Triple A hast! (Ihr Computer wird Sie warnen, wenn Sie \"Bingo-Treibstoff\" erreichen - der Punkt ohne R\u00fcckkehr, nach dem Sie keine freundliche Basis erreichen k\u00f6nnen.) Man\u00f6vriertriebwerke: Man\u00f6vriertriebwerke sind kleine Triebwerke, die den Gro\u00dfteil der Neigungs-, Roll- und Gierregelung sowie die Korrektur des Geschwindigkeitsvektors des Schiffes in die Richtung, in die es zeigt (wenn das IFCS eingeschaltet ist), \u00fcbernehmen. Diese k\u00f6nnen entweder fixiert sein oder mit unterschiedlichen Artikulationsmethoden zur Verbesserung der Steuerreaktion ausgestattet sein. Haupttriebwerke: Diese stellen den Hauptanteil des Vorw\u00e4rtsschubs eines Schiffes dar. Wie Man\u00f6vriertriebwerke k\u00f6nnen diese auch fixiert werden oder haben eine Schubvektorunterst\u00fctzung bei der Richtungssteuerung des Fahrzeugs. Gelenktriebwerke erfordern eine robustere Avionik. Sonstiges: Waffenbatterien zur Unterst\u00fctzung der Wiederaufladefunktion der Energiewaffen, Munitionsgestelle zur Lagerung von ballistischer Munition, zus\u00e4tzliche K\u00fchlsysteme zur W\u00e4rmer\u00fcckgewinnung, Ger\u00e4te zum Verstecken Ihrer Ladung, die Liste geht weiter und weiter.... Klasse 1 Waffe: Vorw\u00e4rts befestigte Waffen, die gr\u00f6\u00dfere Waffensysteme aufnehmen k\u00f6nnen. Klasse 2 Waffe: Kardanisch aufgeh\u00e4ngte Waffen, die einen begrenzten Drehpunkt in eine feste Richtung haben. Der erh\u00f6hte Schusskegel geht zu Lasten der kleineren Waffengr\u00f6\u00dfe. Klasse 3 Hardpoint: Die Befestigungspunkte der Klasse 3 k\u00f6nnen eine Vielzahl von Unterbauteilen wie Raketengestelle oder zus\u00e4tzliche Kraftstofftanks aufnehmen. Klasse 4 Hardpoint: Einige Schiffe, die im Allgemeinen zur Montage von T\u00fcrmen verwendet werden, k\u00f6nnen diese Fixpunkte auch f\u00fcr einen vergr\u00f6\u00dferten Laderaum und andere Schiffssysteme nutzen.\nRessourcenmanagement\nRaum\n\nWir sprechen hier nicht von Sternen, sondern von dem Raum, den dein Schiff f\u00fcr Upgrades hat. In diesem Sinne gibt es den Raum in zwei Varianten. Erstens muss das Schiff den geeigneten Hartpunkt f\u00fcr einen Gegenstand haben, und zweitens muss dieser Hartpunkt die Kapazit\u00e4t f\u00fcr den Gegenstand haben. Gr\u00f6\u00dfere Gegenst\u00e4nde verleihen dem Schiff im Allgemeinen mehr Masse als kleinere Gegenst\u00e4nde, und das wirkt sich in gewisser Weise auf deine Leistung aus. Strom- und W\u00e4rmelast\nKraftwerke sind das schlagende Herz des Schiffes. Ohne Strom ist das Schiff (und wahrscheinlich auch der Lotse) im Raum tot. Die Leistung ist sehr begrenzt, und die Piloten werden feststellen, dass sie nie genug zu haben scheinen, um sich zu bewegen. In diesem Sinne, werden Sie sich entscheiden, Ihre verf\u00fcgbare Energie zu nutzen, um eine m\u00e4chtigere Waffe zu installieren, oder werden Sie sie verwenden, um einen gr\u00f6\u00dferen Satz von Triebwerken anzutreiben?\n\nBeim Stromverbrauch entsteht auch W\u00e4rme, die von einem Schiff verteilt werden muss - \u00e4hnlich wie bei einem modernen Hochleistungs-PC. Wenn sich das Schiff nicht selbst k\u00fchlen kann, beginnt es, seine Komponenten zu besch\u00e4digen. Weise Piloten installieren mehr K\u00fchlung als das Minimum des Rumpfes, um unvorhergesehene W\u00e4rmespitzen zu bew\u00e4ltigen, wie sie im Kampf oder aufgrund besch\u00e4digter Komponenten auftreten k\u00f6nnen.\n\nUnterschrift\nAlle Schiffe erzeugen eine elektromagnetische Signatur und reflektieren elektromagnetische Wellen, die in ihre Richtung gerichtet sind. Diese Signaturen werden vom Avioniksystem verwendet, um Ziele innerhalb seines Betriebsbereichs zu identifizieren und zu verfolgen. Stromfressende Schiffe werden eine viel st\u00e4rkere EM-Signatur erzeugen, w\u00e4hrend Schiffe mit minimalem Verbrauch unbemerkt vorbeiziehen k\u00f6nnen. Gro\u00dfe Schiffe reflektieren aufgrund ihrer Querschnitte mehr Radarwellen an aktive Abtasteinheiten zur\u00fcck. Diese Signaturen werden auch von Lenkwaffen verwendet, um ihr Ziel zu erfassen und zu steuern. Die Unterschrift ist das Hauptanliegen der Spieler, die ihre Tarnung maximieren oder eine Raketenabwehr vermeiden wollen.\n\nMasse\nDie Masse ist ein wichtiger Faktor bei der Bestimmung der Geschwindigkeit und Man\u00f6vrierf\u00e4higkeit Ihres Schiffes. Wenn deine Masse steigt, sinkt deine F\u00e4higkeit, die Richtung schnell zu \u00e4ndern. Diese Statistik ist von gr\u00f6\u00dfter Bedeutung f\u00fcr Piloten, die ihre Geschwindigkeit und Man\u00f6vrierf\u00e4higkeit maximieren wollen.\n\nCPU\nDer Betrieb der Komponenten des Schiffes erfordert fortschrittliche Schaltungen und hochspezialisierte Software, die alle unter dem Avioniksystem des Schiffes zusammengefasst sind. Diese \"Pakete\" bieten eine robustere Zielerkennung, eine gr\u00f6\u00dfere Radarreichweite, ITTS und viele andere Funktionen. Dar\u00fcber hinaus ben\u00f6tigen andere Schiffssysteme Datenressourcen f\u00fcr den ordnungsgem\u00e4\u00dfen Betrieb. Beispiele sind der Betrieb der kardanisch aufgeh\u00e4ngten Klasse-2-Waffen und die KI-Systeme f\u00fcr unbemannte Gesch\u00fctzt\u00fcrme.\n\nLanglebigkeit\n\nWie widerstandsf\u00e4hig ein Teil gegen Besch\u00e4digung ist, ist von gr\u00f6\u00dfter Bedeutung f\u00fcr Piloten, die erwarten, unter widrigen Bedingungen zu arbeiten. Ein leistungsstarkes Kraftwerk ist nutzlos, wenn es mit minimalem Verschlei\u00df aufh\u00f6rt zu arbeiten oder dem ersten Laserbolzen erliegt, der seinen Weg durch die Schilde zum Rumpf findet. Kosten und Verf\u00fcgbarkeit\nJeder Teil des Spiels hat einen Preis in Credits, die bezahlt werden m\u00fcssen, um es zu kaufen, aber das Geld zu haben ist nicht genug. Nicht alle Teile sind \u00fcberall verf\u00fcgbar, und selbst die Standorte, an denen normalerweise bestimmte Artikel verkauft werden, k\u00f6nnen nicht auf Lager sein, wenn die Lieferkette zur Fabrik unterbrochen wurde. Die Spieler m\u00fcssen weit und breit reisen, um alle Teile zu finden, die sie installieren m\u00f6chten.\n\nLeistungssteigerung\nDas Basteln an deinem Schiff ist f\u00fcr viele Menschen von gro\u00dfem Interesse. Wir sehen das in der Praxis: Es gibt riesige Communities rund um die PC-\u00dcbertaktung und im Hobby-Autotuning am Wochenende. Menschen m\u00f6gen es einfach zu wissen, dass sie jeden letzten Tropfen Leistung aus ihrer Ausr\u00fcstung gepresst haben. Wir wissen, dass Sie Ihr Schiff bis an die Grenze bringen wollen (oder vielleicht auch nur baaaarely dar\u00fcber hinaus), also schlie\u00dfen wir Systeme ein, mit denen Sie es versuchen k\u00f6nnen. Die Teile werden innerhalb von Toleranzen hergestellt, und w\u00e4hrend jedes Teil, das von der Linie rollt, genau mit seinem Nennwert funktioniert, kann seine wahre Leistungsf\u00e4higkeit von Spielern entdeckt werden, die bereit sind, die Folgen eines Ausfalls zu riskieren. Das \u00dcberschreiten der Nenndaten der Hardware kann jedoch verheerende Folgen haben, und selbst erfolgreich abgestimmte Teile werden wahrscheinlich mehr Strom verbrauchen und eine gr\u00f6\u00dfere Signatur erzeugen!\n\nWas Sie tun, ist, Ihre Waffen und Module zu \"\u00fcbertakten\", genau wie engagierte PC-Enthusiasten ihre CPUs! Wenn Intel einen Chip baut, hat er oft (aber nicht immer!) die Kapazit\u00e4t f\u00fcr eine h\u00f6here Taktfrequenz.... und Leute, die ihre Rigs bis an die Grenze bringen wollen, werden ihre CPUs manuell immer h\u00f6her und h\u00f6her optimieren. Diese Toleranzen sind jedoch nicht bekannt: Manchmal k\u00f6nnte ein Laser eine 10%ige Erh\u00f6hung erhalten.... seltener eine 20%ige Erh\u00f6hung.... und manchmal k\u00f6nnten Sie Ihre \u00fcbertaktete Waffe dazu bringen, einfach \u00fcberm\u00e4\u00dfige Hitze zu erzeugen.... oder sogar sich selbst zu besch\u00e4digen! Wir gehen davon aus, dass einige Spieler ihr Geld mit \u00dcbertaktungs-Upgrades verdienen und diese gegen eine Pr\u00e4mie an andere verkaufen werden.... es ist unser \u00c4quivalent zu einem MMO-Crafting-System ohne den k\u00fcnstlichen \"Leveling\"-Mechaniker, der Sie aus dem Spiel herausholt.\n\nArtikelqualit\u00e4t\nSo wie es in der realen Welt eine Unzahl von .45 Handfeuerwaffenherstellern gibt, gibt es viele Unternehmen, die gleichwertige Artikel im Star Citizen Universum herstellen. Nicht alle Zahnr\u00e4der sind jedoch gleichwertig. Einige Hersteller sind daf\u00fcr bekannt, dass sie billige Ausr\u00fcstung f\u00fcr Piloten mit einem begrenzten Budget in Serie herstellen oder Waffenh\u00e4ndler, die lokalisierte Konflikte liefern. Billige Getriebe sind in der Regel weniger effizient, langlebig und \u00fcberhitzungsanf\u00e4llig, haben aber den Vorteil, dass sie extrem preiswert und hoch verf\u00fcgbar sind. Die besseren Hersteller produzieren effizientere und zuverl\u00e4ssigere Ausr\u00fcstung auf h\u00f6chstem Niveau, wobei die besten Komponenten f\u00fcr UEE-B\u00fcrger und Milit\u00e4r reserviert sind... oder an Bord, die noch nicht entdeckt wurden, au\u00dferirdische Vergehen am Rande der Galaxie!\n\nEinige Spieler k\u00f6nnen einfach einen Laser nehmen und anfangen zu schie\u00dfen, w\u00e4hrend andere Tage auf der Suche nach dem PERFEKTEN Laser verbringen, um herauszufinden, wie sie ihr Schiff bedienen wollen. Angenommen, Sie sind daran interessiert, Ihre Hornisse in ein Tarnschiff zu verwandeln. Sie werden die emissions\u00e4rmsten Module kaufen, wo immer es m\u00f6glich ist: d\u00fcnnere Schilde, die keine solche Energiesignatur haben, Laser, die weniger Schaden anrichten, aber weniger W\u00e4rme erzeugen.... Triebwerke, die nicht so schnell beschleunigen, sondern Sie besser versteckt halten. Und dann kannst du zu immer gr\u00f6\u00dferen Extremen \u00fcbergehen, die immer mehr Gameplay beinhalten: Vielleicht h\u00f6rst du, dass eine Firma auf Terra einen emissionsarmen Laser hat, der mehr Schaden anrichtet, als du zur Jagd brauchst.... oder eine Piratengruppe auf Spider hat illegal Schilde gehackt, die ein wenig Schutz bieten, ohne eine h\u00f6here Signatur auszugeben! Sie reisen durch die Galaxie und bauen das perfekte Schiff, anstatt in einem Hangar zu sitzen, um es zusammenzubauen.\n\nTesten Sie Ihre Ausr\u00fcstung\nEin wichtiger Teil dieses Systems ist, dass es sich nicht um ein rotes Rezeptsystem handelt; man findet die Spezifikationen f\u00fcr den perfekten Laser nicht und arbeitet daran, bis man dort ist. Wie bei der \u00dcbertaktung eines PCs oder dem Tuning eines Autos gibt es immer ein Element der Chance - der Tweak kann fehlschlagen und Sie mit einem reparaturbed\u00fcrftigen Modul zur\u00fccklassen.... und das wollen Sie nicht herausfinden, wenn Sie mit einem Haufen Piraten von Nase zu Nase unterwegs sind! Um dem entgegenzuwirken, planen wir, eine optionale Suite von Test-\/Burn-In-Ausr\u00fcstung f\u00fcr Ihre Hangars und einige zus\u00e4tzliche Goodies in Ihrer Avionik zur Leistungsverfolgung hinzuzuf\u00fcgen. Ein wenig Zeit und ein paar Credits zu investieren, um deine neu \u00fcbertakteten Schilde oder deine maximalen Kanonen auf dem Boden laufen zu lassen, k\u00f6nnte dazu f\u00fchren, dass deine Haut sp\u00e4ter im Weltraum gerettet wird!\n\nRechtm\u00e4\u00dfigkeit\nDie UEE Advocacy ist Teil der Polizei und Teil der K\u00fcstenwache und hat die Aufgabe, die Sicherheit der Piloten im UEE-Raum zu gew\u00e4hrleisten. Dazu scannen sie regelm\u00e4\u00dfig Schiffe nach Schmuggelware oder illegalen Komponenten. Viele der besten Schiffsteile sind streng auf die B\u00fcrger der UEE beschr\u00e4nkt, und andere sind v\u00f6llig verboten. Piloten, die sich daf\u00fcr entscheiden, die Regeln im UEE-Raum zu missachten, werden mit einer Geldstrafe belegt, ihr Schmuggelartikel beschlagnahmt oder m\u00f6glicherweise von der Advocacy mit der Aus\u00fcbung ihrer Aufgaben beauftragt.\n\nRohre\nDas ist also alles toll, aber wie funktionieren die Teile zusammen? Wir erreichen dies mit verschiedenen \"Rohren\", die die Systeme miteinander verbinden. Die Stromleitung versorgt jedes Ger\u00e4t mit Strom, w\u00e4hrend die Datenleitung Daten zwischen den Komponenten \u00fcbertr\u00e4gt. So sendet beispielsweise der Schildgenerator Daten \u00fcber die Datenleitung, so dass der Schirmdruckpegel auf dem HUD angezeigt werden kann. Rohre k\u00f6nnen mit unterschiedlichen Auswirkungen unterbrochen werden! Wir wollen, dass auf Ihrem Schiff ein aufkommendes Gameplay stattfindet, nicht nur in der gr\u00f6\u00dferen Spielwelt, und ein vollst\u00e4ndig vernetztes System von Schiffskomponenten erm\u00f6glicht es uns, dies zu erreichen.\n\nHier ist ein Beispiel daf\u00fcr, wie das Rohrsystem urspr\u00fcnglich konzipiert wurde:\n\nAll dieses Detail und diese Flexibilit\u00e4t ist gro\u00dfartig, wenn Sie es m\u00f6gen, aber was ist, wenn Sie nur anschnallen und abheben wollen, ohne sich Gedanken dar\u00fcber zu machen, wie tief das Anpassungssystem geht? Kein Problem! Die Anpassung erm\u00f6glicht es Ihnen, Ihr Schiff zu spezialisieren, aber Sie k\u00f6nnen das Spiel trotzdem genie\u00dfen, ohne alle Schrauben und Muttern zu ver\u00e4ndern. Nicht jeder verr\u00e4t die Details: Einige wollen einfach nur Spa\u00df daran haben, Aliens und Piraten aus den Cockpits ihrer Raumj\u00e4ger zu sprengen. Wir werden uns definitiv auch an diesen Spielstil halten!\n\nWir sind sehr gespannt auf die Richtung des Schiffsaufr\u00fcstungssystems, und das ist nur die Spitze des Eisbergs! Bleiben Sie auf dem Laufenden in den kommenden Monaten f\u00fcr weitere Details!","zh_CN":"Ships are the heart of Star Citizen and your personal ship will be the heart of your Star Citizen experience. It will be your home, your mode of transportation, your line of defense against pirates, Vanduul raiders and the dangers of vacuum itself\u2026 and what\u2019s more, it will be an expression of your personal style and gameplay preferences. Every sci-fi fan has dreamed about customizing their own Millennium Falcon or manning the stations on their own bridge of the USS Enterprise, blasting off on adventures in space against evil empires and mysterious aliens. These fantasies are at the heart of our ship customization system: when you build a ship, we want you to feel like that ship is yours; that it\u2019s not just a carbon copy of every other Aurora or Freelancer that you encounter. You will have a sense of pride when you pilot your craft, knowing that while there may be many like it this one is your own, unique in the universe.\n\nTo accomplish this, we\u2019ve spent a lot of time drilling down from the initial ship document that we released during the crowdfunding campaign. We\u2019ve been working out what makes up a ship, how ships can be upgraded and how they balance against each other. There\u2019s still a lot of work to do, but we\u2019re far enough along that we wanted give you a glimpse into how these systems work.\n\nCombat in Star Citizen is fast paced and dependent on player skill. There is no auto-attack or random dice rolling and pilots will not be able to buy their way to victory. One of the most important rules to remember is that the most expensive parts may not be the right tool for the job, and that even the most decked-out ship can be bested by a skilled pilot in a lesser craft. Our job was to create a system that honored this promise: one where upgrades meant building a ship that speaks to your personal preferences rather than one that\u2019s simply the acknowledged all-around best option.\n\nWhat we decided was that this style of play demands a different approach to items. You won\u2019t necessarily find that \u201clevel 2\u201d laser cannons are objectively better than \u201clevel 1\u201d laser cannons. In fact, you won\u2019t find the word level anywhere in the game \u2013 except maybe next to an elevator shaft. One of the benefits to this is that there is absolutely no level scaling. All the items in the game are there for a reason. They fill a role, and accomplish a specific task. In many ways, our equipment system has a lot more in common with legendary table top battle simulations than it has with modern fantasy MMOs.\n\nThat\u2019s not to say every laser cannon is the same or every neutron gun is equivalent. There are going to be different grades of equipment. As in real life, some companies will provide very basic versions cheaply, while others will provide expertly designed and constructed versions that are harder to come by. You make the choice between the affordable, readily available SpaceMart laser that may break down more, generate more heat and be less efficient\u2026 or the hand-constructed German-engineered version from a master weapons builder that will set you back a stack of credits in return for an especially reliable, efficient gun. (And you don\u2019t even want to know how the laser cannons built by Joker could end up working!)\n\nWhat this all boils down to is that at its core, ship modification is a game of resource management where players will juggle space requirements, power consumption, heat load, signature, mass, CPU resources, durability and the cost and availability of parts. We\u2019ve created a system that allows you to manage all of these individual pieces in intricate detail, but also build a unified whole that will behave the way you want it to without micromanagement during the actual combat.\n\nWe should also note that it is our intention to make all of this optional. The great challenge of game design is building something that is easy to pick up but difficult to master. You never NEED to drill down this deep to enjoy Star Citizen. If you\u2019re itching to get out there and fight or explore or trade, grab a factory model, add the few parts that you absolutely need, and head for the stars. If you\u2019d rather control every aspect of your ship\u2019s functions and tweak every element of its performance until it\u2019s just right for you, then we\u2019re giving you that option here! As with everything else in Star Citizen, choice is the watchword: you play how you want, and we just supply the tools. We believe that many of our users will be interested in this system since so many of you build and tweak your own PCs\u2026 and doing the same for your starships feels like a natural next step!\n\nWhat makes up a ship?\nHere\u2019s a look at some of the hardpoints and equipment that make up the ships of Star Citizen Hull: Hull is where you can mount additional armor for protection, reduce your mass for better handling or modify your cross-section to limit your signature.\n\nPower Plant: Power Plants supply the power that the rest of your ship will consume. It\u2019s the foundation on which all other systems function.\n\nAvionics: If the Power Plant is the heart of your ship, the avionics are the brain. Avionics calculate the advanced math required for the maneuvering thrusters, track and identify targets, and automatically route power and ensure functional life support. It is unique among systems in that it can also be upgraded with additional systems such as ITTS, better turret AI and a myriad of other options.\n\nAfterburners: Give a significant boost to thrust at the cost of expelling fuel inefficiently.\n\nShield Generators: Protect the ship from spaceborne debris and hostile fire. Generators come in multiple sizes, and have varying levels of segmentation (single \u2018bubble\u2019, front\/back, quadrant, etc.)\n\nIntake: Allows you to scoop free hydrogen in the vacuum of space or in the extreme upper atmosphere of gas giants to refill your working mass tank.\n\nFuel Tank: The fuel tanks deliver mass in the form of hydrogen to the power plant, which in turn delivers energy to supercharge the fuel and expel it at speed. If you run out far from civilized space, you better hope you have Triple A! (Your computer will warn you when you reach \u2018bingo fuel\u2019 \u2013 the point of no return after which you will not be able to reach a friendly base.)\n\nManeuvering Thrusters: Maneuvering thrusters are small thrusters that provide the majority of the pitch, roll and yaw control as well as correcting the ship\u2019s velocity vector to be in the direction it\u2019s pointing (if the IFCS is on). These can either be fixed in place, or have varying methods of articulation to improve control response.\n\nMain Thrusters: These provide the bulk of the forward thrust of a ship. Like maneuvering thrusters these can also be fixed in place or have thrust vectoring assist with the directional control of the craft. Articulated thrusters require more robust avionics.\n\nMiscellaneous: Weapon batteries to assist the recharge function of the energy weapons, ammo racks to store more ballistic ammunition, additional cooling systems to purge heat load, devices to hide your cargo, the list goes on and on\u2026\n\nClass 1 Weapon: Forward-fixed weapons that can mount larger weapon systems.\n\nClass 2 Weapon: Gimbal-mounted weapons that have limited pivot in a fixed direction. The increased cone of fire comes at the cost of smaller weapon size.\n\nClass 3 Hardpoint: Class 3 hardpoints can mount a variety of underbelly gear such as missile racks or extra fuel tanks.\n\nClass 4 Hardpoint: Generally used to mount turrets, some ships can also use these hardpoints for increased cargo space and other ships systems.\n\nResource Management\nSpace\nWe\u2019re not talking about stars here, we\u2019re looking at the space your ship has for upgrades. In this sense, space comes in two flavors. First, the ship must have the appropriate hardpoint for an item, and second that hardpoint must have the capacity for the item. Larger items generally add more mass to the ship than smaller items, and that will impact your performance in certain ways. Power and Heat Load\nPower Plants are the beating heart of the ship. Without power the ship (and likely the pilot) is dead in space. Power is at a premium, and pilots will find that they never seem to have enough to go around. With this in mind, will you opt to use your available power to install a more powerful weapon, or will you use it to power a larger set of thrusters?\n\nConsuming power also generates heat that must be dispersed from a ship\u2014much like a modern high-performance PC. If the ship can\u2019t cool itself, it begins to damage its components. Wise pilots will install more cooling than the minimum provided by the hull to handle unforeseen heat spikes like those that might occur in battle or because of damaged components.\n\nSignature\nAll ships generate an electromagnetic signature and reflect electromagnetic waves focused in their direction. These signatures are used by the avionics system to identify and track targets within its operational range. Power hungry ships will generate a much stronger EM signature while ships with minimal consumption may slip by unnoticed. Large ships reflect more radar waves back to active scanning units by virtue of their cross-sections. These signatures are also used by guided weapons to lock and navigate to their target. Signature is the primary concern for players wishing to maximize their stealth or avoid missile lock.\n\nMass\nMass is an important factor in determining the speed and maneuverability of your ship. As your mass goes up, your ability to rapidly change direction goes down. This stat is of primary concern for pilots who wish to maximize their speed and maneuverability.\n\nCPU\nRunning the components of the ship requires advanced circuitry and highly specialized software, all of which are grouped together under the ship\u2019s avionics system. These \u2018packages\u2019 offer more robust target identification, increased radar range, ITTS, and many other functions. In addition, other ship systems require data resources for proper operation. Examples include operation of the gimbal-mounted class 2 weapons and the AI systems for unmanned turrets.\n\nDurability\nHow resilient a part is to damage will be of prime importance to pilots who expect to operate in hostile conditions. A high-output power plant is useless if it stops working with only minimal wear, or succumbs to the first laser bolt that finds its way through the shields to the hull. Cost and Availability\nEvery part in the game has a cost in credits that must be paid to purchase it, but just having the money isn\u2019t enough. Not all parts are available everywhere, and even the locations that normally sell certain items can be out of stock if the supply chain to the factory has been disrupted. Players will need to travel far and wide to locate all the parts they wish to install.\n\nPerformance Tuning\nTinkering with your ship is of huge interest to many people. We see this in the real world: there are huge communities around PC overclocking and in hobbyist automotive tuning on the weekends. People just like knowing that they\u2019ve squeezed every last drop of performance out of their gear. We know you\u2019ll want to push your ship to the limit (or maybe just baaaarely past it) so we are including systems to let you try. Parts are manufactured within tolerances, and while every part that rolls off the line will function precisely to its rated value, its true capability can be discovered by players willing to risk the consequences of failure. Pushing hardware past its rated specifications can have disastrous results though, and even successfully tuned parts will likely be more power hungry and generate a larger signature!\n\nWhat you\u2019re doing is \u201coverclocking\u201d your weapons and modules, just like dedicated PC enthusiasts do to their CPUs! When Intel builds a chip it often (but not always!) has the capacity for a higher clock speed\u2026 and people who want to push their rigs to the limit will manually tweak their CPUs higher and higher. Those tolerances aren\u2019t known, though: sometimes a laser might get a 10% boost\u2026 rarer a 20% boost\u2026 and other times you might cause your overclocked gun to just generate excessive heat\u2026 or even damage itself! We anticipate some players will make a living overclocking upgrades and selling them to others at a premium\u2026 it\u2019s our equivalent of an MMO crafting system without the artificial \u201cleveling\u201d mechanic taking you out of the game.\n\nItem Quality\nJust like there are a myriad of .45 handgun producers in the real world, there are many companies that produce equivalent items in the Star Citizen universe. Not all gear is created equal, however. Some manufacturers are known for mass producing cheap gear for pilots on a budget, or for arms dealers supplying localized conflicts. As a rule, cheap gear is generally less efficient, less durable and prone to overheating, but has the advantage of being extremely inexpensive and highly available. The better manufacturers produce more efficient and reliable gear at a premium, with the best components being reserved for UEE Citizens and Military\u2026 or aboard yet to be discovered alien derelicts at the fringes of the galaxy!\n\nSome players can just pick up a laser and start shooting while others will spend days on a quest for the PERFECT laser for how they want to work their ship. Let\u2019s say you\u2019re interested in turning your Hornet into a stealth ship. You\u2019re going to buy the lowest-emission modules wherever possible: thinner shields that don\u2019t have such an energy signature, lasers that do less damage but generate less heat\u2026 thrusters that don\u2019t accelerate as quickly but better keep you hidden. And then you can go to increasing extremes that involve more and more gameplay: maybe you hear that a company on Terra has a low-emission laser that does more damage that you need to hunt down\u2026 or a pirate group on Spider has illegally hacked shields that add a little protection without giving out a higher signature! You\u2019ll travel the galaxy building the perfect ship rather than sitting in one hangar to put it together.\n\nTesting Your Equipment\nAn important part of this system is that it\u2019s not a rote recipe system; you don\u2019t find the specifications for the perfect laser and work at it until you\u2019re there. As with overclocking a PC or tuning a car there\u2019s always an element of chance \u2013 the tweak may fail and leave you with a module in need of repair\u2026 and you don\u2019t want to find that out when you\u2019re nose to nose with a pack of pirates! To counteract this, we plan to add an optional suite of testing\/burn-in equipment to your hangars, and some extra goodies in your avionics to track performance. Spending a little time and a few credits to run your newly overclocked shields or your maxed out cannons on the ground could end up saving your skin later on in space!\n\nLegality\nThe UEE Advocacy is part police force and part coast guard and is tasked with enforcing the safety of pilots within UEE space. To accomplish this, they regularly scan ships for contraband or illegal components. Many of the best ship parts are strictly limited to Citizens of the UEE, and others are completely forbidden. Pilots who choose to flout the rules in UEE space will be fined, have their contraband confiscated, or possibly be engaged by the Advocacy in the pursuit of their duties.\n\nPipes\nSo that\u2019s all great, but how do the parts work together? We accomplish this with various \u2018pipes\u2019 connecting the systems together. The power pipe supplies each device with power, while the data pipe transmits data between components. For example, the shield generator sends data out on the data pipe so the shield level can be displayed on the HUD. Pipes can be disrupted with varying repercussions! We want emergent gameplay to happen in your ship, not just in the larger game world, and a fully interconnected system of ship components allows us to make that happen.\n\nHere\u2019s an example of how the pipe system was initially designed:\n\nAll this detail and flexibility is great if you are into it, but what if you just want to strap in and blast off without worrying about how deep the customization system goes? No problem! Customization will allow you to specialize your ship, but you\u2019ll still be able to enjoy the game without tweaking all the nuts and bolts. Not everyone geeks out on the specifics: some just want to have fun blasting aliens and pirates from the cockpits of their space fighters. We\u2019ll definitely be catering to that play style too!\n\nWe\u2019re very excited about the direction of the ship upgrades system, and this is just the tip of the iceberg! Stay tuned over the coming months for more details!"},"links_count":0,"comment_count":303,"created_at":"2013-03-26T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-05-09 09:30:56","valid_relations":["images","links"],"prev_id":12935,"next_id":12937}}