{"data":{"id":15062,"title":"Design Notes: Ship Repair and Maintenance","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/15062-Design-Notes-Ship-Repair-And-Maintenance","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15062","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15062","channel":"Engineering","category":"Development","series":"Design 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is a hostile place and even the most skilled pilots will need to have their craft patched up from time to time. Fortunately, there are a number of options available to Citizens to get themselves back up and running.\n\nStar Citizen\u2019s repair system works in conjunction with the engine\u2019s detailed damage model to create intuitive and engaging gameplay for players wishing to pursue a career in ship repair or for pilots to execute quick field repairs.\n\nThe basis for repair technology in Star Citizen are tools equipped with multipurpose lasers that can trim away damaged material or sinter construction material injected onto a component\u2019s frame, rebuilding its structure\n\nRepair Roles\nAny ship with repair capabilities has two roles that must be filled to ensure a successful repair job: the Repair Arm Operator and the Repair Task Manager.\n\nThe Repair Arm Operator is responsible for the control of the robotic repair arm. Mounted with a multi-purpose laser and material injector system, the repair arm is capable of carrying out all manner of repair tasks. The repair arm is the only player controlled method of fully restoring a ship to 100% health but requires skill, knowledge and coordination with the Repair Task Manager to do so effectively.\n\nThe Repair Task Manager relays detailed damage information to the Repair Arm Operator, designates repair tasks to be undertaken and is responsible for the allocation of materials to satisfy part reconstruction requirements.\n\nRepair Task Manager\nTo initiate workshop repairs, the Repair Task Manager must first use their damage assessment interface to gather damage information and prepare for the repair tasks required.\n\nDamage Assessment\nWhilst using their terminal, the Repair Task Manager can access the target ship\u2019s damage diagnostics. This displays the status of ship parts, the hull, systems, weapons and their various connections. The player can toggle and filter between various layers, isolating and displaying their respective elements.\n\nDamage that has been dealt to a ship\u2019s hull is represented on an AR overlay as a heatmap: no damage displays as green, full damage and holes as red, and partial damage on a gradient in-between. The edges of hull breaches are also highlighted for clarity.\n\nHighlighting the various parts will display its current health as well as the materials required to repair it. When ready to start a repair job, the Repair Task Manager selects the desired part, opening the Material Panel.\n\nMaterial Panel\nRepairs taking place in a workshop require the consumption of the raw construction materials gathered through Mining, Scavenging and Trade. The Repair Task Manager can assign different materials according to the repair task at hand via their console\u2019s Material Panel.\n\nDepending on the repair job, certain types and quantities of material are required. When a component is selected, these requirements are displayed in the Repair Compound section of the Material Panel as slots that need to be filled from the repair ship\u2019s Material Stock.\n\nEach material is graded to reflect how effective it is when assigned to a slot and how it will affect the repair procedure (discussed later in the Repair Arm Operator\u2019s section). To get optimum results the Task Manager must balance the Arm Operators requirements, versus the value of the materials used.\n\nOnce all materials have been assigned, the Repair Arm Operator can then initiate the reconstruction process.\n\n\n\nReconstruction\nIn the event that a ship part or component has been entirely detached or destroyed, it must be reconstructed. To do this the Task Manager selects the missing part from their Damage Assessment panel and assigns the materials as normal.\n\nOnce the composition is confirmed, the missing part\u2019s frame is automatically constructed by the Repair Arm; the process is entirely automatic, using patterns from the repair terminal\u2019s database for reconstruction. After the framework has been constructed, the player can then use patching to build the surface up as normal.\n\nBefore a reconstruction can be started, the attachment point must be cleared of any obstructing debris by the Repair Arm Operator. Whilst an obstruction is present, the part appears as a red hologram on the damage assessment screen with the extraneous material highlighted for removal.\n\nRepair Arm Operator\nOnce the Repair Task Manager has chosen the part and repair material composition, the Repair Arm Operator starts the reconstruction and repair process. By using their terminal, the operator controls the arm\u2019s position and aim remotely via a mounted camera. To avoid overcomplicating controls, the head is translated and aimed directly with an IK solution orientating the rest of the arm to follow.\n\nThe Repair Arm\u2019s laser can be switched between two modes to carry out the various necessary repair stages: Stripping and Patching.\n\nStripping\nHull stripping is vital for improving the integrity of a ship\u2019s hull that has only sustained light damage, as only missing segments can be patched.\n\nIn stripping mode, the repair arm\u2019s high powered laser is used to cleanly remove parts of a component\u2019s surface without causing structural damage to the surrounding area. Stripped surfaces are converted and collected as a percentage of its raw materials.\n\nStripping is also necessary when a component or part has been completely detached. Full component reconstruction requires a clean attachment point requiring the operator to cut away any debris that compromises the area.\n\nPatching\nPatching is the act of rebuilding a ship or component\u2019s surface and restoring its integrity. When in patching mode, the Repair Arm\u2019s laser is repurposed to directly \u2018print\u2019 material onto a ship or component\u2019s frame. As the Repair Arm is aimed, a wireframe hologram is projected showing the edge of the damaged area that can be printed onto. This grid is a high resolution tractor mesh that matches the undamaged surface, supporting the material printed onto the ship.\n\nThe Repair Arm sprays a powdered compound whilst simultaneously firing a laser to heat and bind the compound, creating the new surface. As the repair surface is built up, the mesh gradually contracts to form a new working edge until the area is completely restored.\nThe strength of the new surface is dependent on the amount of exposure it is subjected to from the laser. As a surface is being built, it gradually increases in strength until it reaches 100%. If the laser remains focused on that area for much longer however, the integrity decreases as the surface overheats. This creates a sweet spot that the operator must reach before moving on to achieve optimum integrity.\n\nThe player can choose to toggle the AR damage heatmap overlay on and off whilst patching to receive real time feedback as they approach this threshold: the surface turning green as it nears 100% and transitioning back into the red as the surface is overexposed. If a surface becomes overexposed, the Arm Operator will have to restrip that section of the surface before reattempting to patch it.\n\nThe composition of the repair material, as defined by the Repair Task Manager, determines the behaviour of the patch surface as it is being printed: the max integrity level, the size of the peak integrity sweet spot and the rate at which the exposure affects integrity. This presents a player-defined risk-reward loop where the use of cheap materials can achieve the same results as expensive ones, but requires far more skill to accomplish with the crew of the repair ship needing to take their operators abilities into consideration when pricing jobs and assigning materials.\n\nField Repairs\nPersonal Multitool\nThe Multitool is a personal item that is equipped with the capabilities of a small-scale version of a workshop\u2019s Repair Arm. It is capable of stripping and patching, allowing it to achieve a wide variety of ship repairs short of full part reconstruction.\n\nAlthough the Multitool\u2019s repair abilities are the same as that of the Repair Arm, the size of the laser and low quantity of repair material it can store means that it is only suitable for quick fixes and patch jobs to get a ship back to a proper repair facility.\n\nComponent Damage\nWhen your ship takes damage, some of that damage will be transferred from the point of impact on the hull to the nearest system and weapon components. Those components then distribute that damage between itself and whatever Subcomponents are attached inside.\nSubcomponents are the various consumables that are used to run or improve a component or system\u2019s behaviour.\n\nIn general, component field repairs consist of turning off whichever component is having problems, replacing the broken subcomponents, and turning the component back on. In very large components, like those found on capital ships, there may be multiple actions involved in turning a component on or off, including rerouting power or coolant to other parts of the ship. These actions may also involve the use of on-board ship computers.\n\nSubcomponents\nSubcomponents provide additional benefits to the component they are attached to, allowing for further customization of a player\u2019s ship. They are divided into three categories, each providing specific areas of improvement.\n\nModule Racks\nModule Racks are panels that house the various components used to keep their associative subcomponents running. These can be found on the hull under maintenance hatches in closed-cockpit ships, or internally in the engineering section of larger multi-crew ships.\n\nDepending on the component installed, different types and numbers of subcomponents are required. Each subcomponent is built for quick removal and replacement allowing for field repairs to be carried out as quickly as possible. If a player attempts to remove a subcomponent from a powered component they risk being electrocuted and receiving damage.\n\nReplacing a damaged subcomponent is a simple case of interacting with the item in question. The player will then remove it, freeing up the slot. If the player has a replacement in their possession, they can then interact with the empty slot to place it.\n\nSubcomponent types are universal across ships and components of the same size class, a coolant rod from a Gladius\u2019 laser cannon can replace a Hornet\u2019s coolant rod housed in the shield generator. This provides a great deal of flexibility, allowing players to juggle elements between various systems as needed, as well as opening up opportunities to patch their ship using scavenged parts.\n\nComponents on larger ships, such as the Idris or Retaliator can require a large number of subcomponents to function and\/or larger sizes of subcomponents. When damaged, these more complicated systems can take significantly longer to diagnose and physically swap out any compromised subcomponents. To maintain full operation, these ships can contain alternative backup systems. In the case of an emergency, engineers can use their ship terminal to redirect power to the backup, allowing for full ship functionality whilst the engineer repairs the primary system. This can also be achieved manually, should an engineering terminal become inoperable, by physically swapping the whole module rack out, placing the backup system in the primary\u2019s slot.","de_DE":"Der Weltraum ist ein feindseliger Ort, und selbst die erfahrensten Piloten m\u00fcssen ihr Schiff von Zeit zu Zeit reparieren lassen. Gl\u00fccklicherweise gibt es eine Reihe von M\u00f6glichkeiten f\u00fcr die B\u00fcrger, sich wieder zum Laufen zu bringen.\n\nDas Reparatursystem von Star Citizen arbeitet in Verbindung mit dem detaillierten Schadensmodell der Engine, um ein intuitives und ansprechendes Gameplay f\u00fcr Spieler zu schaffen, die eine Karriere in der Schiffsreparatur anstreben, oder f\u00fcr Piloten, die schnelle Reparaturen vor Ort durchf\u00fchren.\n\nGrundlage f\u00fcr die Reparaturtechnologie in Star Citizen sind Werkzeuge, die mit Multifunktionslasern ausgestattet sind, die besch\u00e4digtes Material oder Sinterbaumaterial, das in den Rahmen eines Bauteils eingespritzt wird, abschneiden und dessen Struktur wiederherstellen k\u00f6nnen.\n\nRollen reparieren\nJedes Schiff mit Reparaturf\u00e4higkeiten hat zwei Rollen, die erf\u00fcllt werden m\u00fcssen, um eine erfolgreiche Reparatur zu gew\u00e4hrleisten: den Reparaturarmf\u00fchrer und den Reparaturaufgabenmanager.\n\nDer Reparaturarm-Bediener ist f\u00fcr die Steuerung des Roboter-Reparaturarms verantwortlich. Der Reparaturarm ist mit einem universellen Laser- und Materialinjektorsystem ausgestattet und kann alle Arten von Reparaturarbeiten durchf\u00fchren. Der Reparaturarm ist die einzige vom Spieler kontrollierte Methode, um ein Schiff vollst\u00e4ndig zu 100% gesund zu machen, erfordert aber F\u00e4higkeiten, Wissen und Koordination mit dem Repair Task Manager, um dies effektiv zu tun.\n\nDer Repair Task Manager leitet detaillierte Schadensinformationen an den Reparaturarm-Bediener weiter, bestimmt die durchzuf\u00fchrenden Reparaturarbeiten und ist f\u00fcr die Bereitstellung von Materialien zur Erf\u00fcllung der Anforderungen an die Bauteilrekonstruktion verantwortlich.\n\nReparaturaufgaben-Manager\nUm Werkstattreparaturen einzuleiten, muss der Repair Task Manager zun\u00e4chst \u00fcber seine Schadensbewertungsschnittstelle Schadeninformationen sammeln und sich auf die erforderlichen Reparaturarbeiten vorbereiten.\n\nSchadensbewertung\nW\u00e4hrend der Nutzung ihres Terminals kann der Repair Task Manager auf die Schadensdiagnose des Zielschiffes zugreifen. Hier wird der Status der Schiffsteile, des Rumpfes, der Systeme, der Waffen und ihrer verschiedenen Verbindungen angezeigt. Der Spieler kann zwischen verschiedenen Ebenen umschalten und filtern, die jeweiligen Elemente isolieren und anzeigen.\n\nSch\u00e4den, die an einem Schiffsrumpf verursacht wurden, werden auf einem AR-Overlay als Heatmap dargestellt: Kein Schaden wird als gr\u00fcn, voller Schaden und L\u00f6cher als rot angezeigt, und ein Teilschaden auf einer Steigung dazwischen. Die Kanten von Rumpfbr\u00fcchen sind ebenfalls zur besseren \u00dcbersichtlichkeit hervorgehoben.\n\nDurch die Hervorhebung der verschiedenen Teile wird der aktuelle Zustand sowie die zur Reparatur ben\u00f6tigten Materialien angezeigt. Wenn er bereit ist, einen Reparaturauftrag zu starten, w\u00e4hlt der Repair Task Manager das gew\u00fcnschte Teil aus und \u00f6ffnet die Materialtafel.\n\nMaterialplatte\nReparaturen, die in einer Werkstatt durchgef\u00fchrt werden, erfordern den Verbrauch der durch Mining, Scavenging und Trade gesammelten Rohstoffe. Der Repair Task Manager kann \u00fcber das Materialpanel seiner Konsole verschiedene Materialien entsprechend der jeweiligen Reparaturaufgabe zuordnen.\n\nJe nach Reparaturaufgabe werden bestimmte Materialarten und -mengen ben\u00f6tigt. Wenn eine Komponente ausgew\u00e4hlt wird, werden diese Anforderungen im Abschnitt Reparaturmasse des Materialpanels als Schlitze angezeigt, die aus dem Materialbestand des Reparaturschiffes gef\u00fcllt werden m\u00fcssen.\n\nJedes Material wird benotet, um zu reflektieren, wie effektiv es ist, wenn es einem Slot zugewiesen wird und wie es sich auf den Reparaturvorgang auswirkt (siehe Abschnitt Reparaturarmf\u00fchrer). Um optimale Ergebnisse zu erzielen, muss der Task-Manager die Anforderungen der Armoperatoren im Verh\u00e4ltnis zum Wert der verwendeten Materialien ausbalancieren.\n\nSobald alle Materialien zugeordnet sind, kann der Reparaturarmfahrer den Rekonstruktionsprozess einleiten.\n\n\n\nRekonstruktion\nF\u00fcr den Fall, dass ein Schiffsteil oder eine Schiffskomponente vollst\u00e4ndig abgetrennt oder zerst\u00f6rt wurde, muss es rekonstruiert werden. Dazu w\u00e4hlt der Task-Manager das fehlende Teil aus seinem Schadenbewertungspanel aus und ordnet die Materialien wie gewohnt zu.\n\nSobald die Zusammensetzung best\u00e4tigt ist, wird der Rahmen des fehlenden Teils automatisch vom Reparaturarm konstruiert; der Prozess ist vollautomatisch und verwendet Muster aus der Datenbank des Reparaturterminals zur Rekonstruktion. Nachdem das Ger\u00fcst konstruiert wurde, kann der Spieler mit Hilfe von Patches die Oberfl\u00e4che wie gewohnt aufbauen.\n\nBevor mit einer Rekonstruktion begonnen werden kann, muss die Befestigungsstelle vom Reparaturarm-Bediener von jeglichem st\u00f6renden Schmutz befreit werden. W\u00e4hrend ein Hindernis vorhanden ist, erscheint das Teil als rotes Hologramm auf dem Bildschirm der Schadensbeurteilung, wobei das Fremdmaterial zur Beseitigung markiert ist.\n\nArmaturenbediener reparieren\nSobald der Repair Task Manager die Teile- und Reparaturmaterialzusammensetzung ausgew\u00e4hlt hat, beginnt der Repair Arm Operator mit dem Rekonstruktions- und Reparaturprozess. Mit Hilfe ihres Terminals steuert der Bediener die Position des Armes und zielt \u00fcber eine montierte Kamera ferngesteuert. Um \u00fcbertriebene Kontrollen zu vermeiden, wird der Kopf \u00fcbersetzt und direkt mit einer IK-L\u00f6sung ausgerichtet, die den Rest des nachfolgenden Arms orientiert.\n\nDer Laser des Reparaturarms kann zwischen zwei Modi umgeschaltet werden, um die verschiedenen notwendigen Reparaturstufen durchzuf\u00fchren: Ausschneiden und Flicken.\n\nAbisolieren\nDas Entfernen des Rumpfes ist entscheidend f\u00fcr die Verbesserung der Integrit\u00e4t eines Schiffsrumpfes, der nur leichte Sch\u00e4den erlitten hat, da nur fehlende Segmente repariert werden k\u00f6nnen.\n\nIm Abisoliermodus wird der Hochleistungslaser des Reparaturarms verwendet, um Teile der Oberfl\u00e4che eines Bauteils sauber zu entfernen, ohne die Umgebung strukturell zu besch\u00e4digen. Bandoberfl\u00e4chen werden in Prozent der Rohstoffe umgewandelt und gesammelt.\n\nDas Abisolieren ist auch dann erforderlich, wenn eine Komponente oder ein Teil vollst\u00e4ndig gel\u00f6st wurde. Die vollst\u00e4ndige Komponentenrekonstruktion erfordert einen sauberen Befestigungspunkt, an dem der Bediener alle Ablagerungen, die den Bereich beeintr\u00e4chtigen, entfernen muss.\n\nPatchen\nPatchen ist der Akt des Wiederaufbaus der Oberfl\u00e4che eines Schiffes oder einer Komponente und der Wiederherstellung seiner Integrit\u00e4t. Im Patch-Modus wird der Laser des Reparaturarms wiederverwendet, um Material direkt auf den Rahmen eines Schiffes oder einer Komponente zu drucken. W\u00e4hrend der Reparaturarm ausgerichtet ist, wird ein Drahtgitter-Hologramm projiziert, das den Rand der besch\u00e4digten Stelle zeigt, auf die gedruckt werden kann. Dieses Gitter ist ein hochaufl\u00f6sendes Traktornetz, das der unbesch\u00e4digten Oberfl\u00e4che entspricht und das auf das Schiff gedruckte Material tr\u00e4gt.\n\nDer Reparaturarm verspr\u00fcht eine pulverf\u00f6rmige Masse und feuert gleichzeitig einen Laser, um die Masse zu erhitzen und zu binden und so die neue Oberfl\u00e4che zu erzeugen. Beim Aufbau der Reparaturfl\u00e4che zieht sich das Netz allm\u00e4hlich zu einer neuen Arbeitskante zusammen, bis der Bereich vollst\u00e4ndig wiederhergestellt ist.\nDie St\u00e4rke der neuen Oberfl\u00e4che h\u00e4ngt davon ab, wie stark sie vom Laser belichtet wird. W\u00e4hrend eine Oberfl\u00e4che gebaut wird, nimmt ihre Festigkeit allm\u00e4hlich zu, bis sie 100% erreicht. Wenn der Laser jedoch noch viel l\u00e4nger auf diesen Bereich fokussiert bleibt, nimmt die Integrit\u00e4t mit zunehmender \u00dcberhitzung der Oberfl\u00e4che ab. Dadurch entsteht ein Sweet Spot, den der Bediener vor dem Weiterfahren erreichen muss, um eine optimale Integrit\u00e4t zu erreichen.\n\nDer Spieler kann w\u00e4hlen, ob er die AR-Schaden-Hei\u00dfbild\u00fcberlagerung ein- und ausschalten m\u00f6chte, w\u00e4hrend er das Patchen durchf\u00fchrt, um Echtzeit-Feedback zu erhalten, wenn er sich diesem Schwellenwert n\u00e4hert: Die Oberfl\u00e4che wird gr\u00fcn, wenn sie sich 100% n\u00e4hert, und geht zur\u00fcck in das Rot, wenn die Oberfl\u00e4che \u00fcberbelichtet wird. Wenn eine Oberfl\u00e4che \u00fcberbelichtet wird, muss der Armbediener diesen Abschnitt der Oberfl\u00e4che neu belichten, bevor er erneut versucht, sie zu reparieren.\n\nDie Zusammensetzung des Reparaturmaterials, wie sie vom Repair Task Manager definiert wird, bestimmt das Verhalten der Patch-Oberfl\u00e4che beim Drucken: die maximale Integrit\u00e4tsstufe, die Gr\u00f6\u00dfe des Sweetspots f\u00fcr die Spitzenintegrit\u00e4t und die Geschwindigkeit, mit der die Exposition die Integrit\u00e4t beeinflusst. Dies stellt eine vom Spieler definierte Risiko-Ertrags-Schleife dar, in der die Verwendung von billigen Materialien die gleichen Ergebnisse erzielen kann wie die Verwendung von teuren, aber viel mehr F\u00e4higkeiten erfordert, um die Besatzung des Reparaturschiffes zu erreichen, die bei der Preisgestaltung und Materialzuweisung die F\u00e4higkeiten ihrer Bediener ber\u00fccksichtigen muss.\n\nFeldreparaturen\nPers\u00f6nliches Multitool\nDas Multitool ist ein pers\u00f6nliches Ger\u00e4t, das mit den F\u00e4higkeiten einer kleinen Version des Reparaturarms einer Werkstatt ausgestattet ist. Es ist in der Lage, die Schiffsreparaturen zu entfernen und zu reparieren, so dass es eine Vielzahl von Schiffsreparaturen bis hin zur vollst\u00e4ndigen Rekonstruktion von Teilen durchf\u00fchren kann.\n\nObwohl die Reparaturf\u00e4higkeiten des Multitools die gleichen wie beim Reparaturarm sind, bedeutet die Gr\u00f6\u00dfe des Lasers und die geringe Menge an Reparaturmaterial, die es lagern kann, dass es nur f\u00fcr schnelle Reparaturen und Patch-Jobs geeignet ist, um ein Schiff zur\u00fcck zu einer geeigneten Reparatureinrichtung zu bringen.\n\nKomponentensch\u00e4den\nWenn Ihr Schiff Schaden erleidet, wird ein Teil dieses Schadens vom Auftreffpunkt auf den Rumpf auf die n\u00e4chsten System- und Waffenkomponenten \u00fcbertragen. Diese Komponenten verteilen dann diesen Schaden auf sich selbst und die Subkomponenten, die im Inneren angebracht sind.\nUnterkomponenten sind die verschiedenen Verbrauchsmaterialien, die zum Betrieb oder zur Verbesserung des Verhaltens einer Komponente oder eines Systems verwendet werden.\n\nIm Allgemeinen bestehen die Reparaturen im Komponentenbereich aus dem Ausschalten der jeweiligen Komponente, dem Austausch der defekten Teilkomponenten und dem Wiedereinschalten der Komponente. In sehr gro\u00dfen Komponenten, wie sie auf Gro\u00dfschiffen zu finden sind, kann es mehrere Aktionen beim Ein- und Ausschalten einer Komponente geben, einschlie\u00dflich der Umleitung von Strom oder K\u00fchlmittel auf andere Teile des Schiffes. Diese Ma\u00dfnahmen k\u00f6nnen auch den Einsatz von Bordcomputern an Bord von Schiffen umfassen.\n\nTeilkomponenten\nUnterkomponenten bieten zus\u00e4tzliche Vorteile f\u00fcr die Komponente, an der sie befestigt sind, und erm\u00f6glichen eine weitere Anpassung des Schiffes eines Spielers. Sie sind in drei Kategorien unterteilt, die jeweils spezifische Verbesserungspotenziale bieten.\n\nModultr\u00e4ger\nModul-Racks sind Module, die die verschiedenen Komponenten aufnehmen, die verwendet werden, um ihre assoziativen Teilkomponenten am Laufen zu halten. Diese finden sich an den Wartungsluken des Rumpfes in geschlossenen Cockpitschiffen oder intern im Engineering-Bereich gr\u00f6\u00dferer Mehrbesatzungsschiffe.\n\nAbh\u00e4ngig von der installierten Komponente werden unterschiedliche Typen und Anzahlen von Teilkomponenten ben\u00f6tigt. Jede Unterkomponente ist f\u00fcr einen schnellen Ausbau und Austausch ausgelegt, so dass Reparaturen vor Ort so schnell wie m\u00f6glich durchgef\u00fchrt werden k\u00f6nnen. Wenn ein Spieler versucht, eine Unterkomponente aus einer stromf\u00fchrenden Komponente zu entfernen, riskiert er, einen Stromschlag zu erleiden und Schaden zu erleiden.\n\nDas Ersetzen einer besch\u00e4digten Unterkomponente ist ein einfacher Fall der Interaktion mit dem betreffenden Element. Der Spieler entfernt sie dann und gibt den Slot frei. Wenn der Spieler einen Ersatz in seinem Besitz hat, kann er dann mit dem leeren Slot interagieren, um ihn zu platzieren.\n\nSubkomponententypen sind schiffs\u00fcbergreifend einsetzbar und Komponenten der gleichen Gr\u00f6\u00dfenklasse, ein K\u00fchlmittelstab aus einer Gladius' Laserkanone kann den im Schildgenerator untergebrachten K\u00fchlmittelstab einer Hornisse ersetzen. Dies bietet ein hohes Ma\u00df an Flexibilit\u00e4t, so dass die Spieler bei Bedarf Elemente zwischen verschiedenen Systemen jonglieren k\u00f6nnen und die M\u00f6glichkeit besteht, ihr Schiff mit ges\u00e4uberten Teilen zu reparieren.\n\nKomponenten auf gr\u00f6\u00dferen Schiffen, wie z.B. der Idris oder der Retaliator, k\u00f6nnen eine gro\u00dfe Anzahl von Teilkomponenten zum Funktionieren und\/oder gr\u00f6\u00dfere Gr\u00f6\u00dfen von Teilkomponenten erfordern. Im Schadensfall k\u00f6nnen diese komplizierteren Systeme deutlich l\u00e4nger brauchen, um kompromittierte Teilkomponenten zu diagnostizieren und physisch auszutauschen. Um den vollen Betrieb aufrechtzuerhalten, k\u00f6nnen diese Schiffe alternative Backup-Systeme beinhalten. Im Notfall k\u00f6nnen die Ingenieure \u00fcber ihr Schiffsterminal die Energie zum Backup umleiten, so dass die volle Schiffsfunktionalit\u00e4t gew\u00e4hrleistet ist, w\u00e4hrend der Ingenieur das Prim\u00e4rsystem repariert. Dies kann auch manuell erreicht werden, wenn ein Engineering-Terminal inoperabel wird, indem der gesamte Modultr\u00e4ger physisch ausgetauscht und das Backup-System in den Steckplatz des Prim\u00e4rteils eingesetzt wird.","zh_CN":"Space is a hostile place and even the most skilled pilots will need to have their craft patched up from time to time. Fortunately, there are a number of options available to Citizens to get themselves back up and running.\n\nStar Citizen\u2019s repair system works in conjunction with the engine\u2019s detailed damage model to create intuitive and engaging gameplay for players wishing to pursue a career in ship repair or for pilots to execute quick field repairs.\n\nThe basis for repair technology in Star Citizen are tools equipped with multipurpose lasers that can trim away damaged material or sinter construction material injected onto a component\u2019s frame, rebuilding its structure\n\nRepair Roles\nAny ship with repair capabilities has two roles that must be filled to ensure a successful repair job: the Repair Arm Operator and the Repair Task Manager.\n\nThe Repair Arm Operator is responsible for the control of the robotic repair arm. Mounted with a multi-purpose laser and material injector system, the repair arm is capable of carrying out all manner of repair tasks. The repair arm is the only player controlled method of fully restoring a ship to 100% health but requires skill, knowledge and coordination with the Repair Task Manager to do so effectively.\n\nThe Repair Task Manager relays detailed damage information to the Repair Arm Operator, designates repair tasks to be undertaken and is responsible for the allocation of materials to satisfy part reconstruction requirements.\n\nRepair Task Manager\nTo initiate workshop repairs, the Repair Task Manager must first use their damage assessment interface to gather damage information and prepare for the repair tasks required.\n\nDamage Assessment\nWhilst using their terminal, the Repair Task Manager can access the target ship\u2019s damage diagnostics. This displays the status of ship parts, the hull, systems, weapons and their various connections. The player can toggle and filter between various layers, isolating and displaying their respective elements.\n\nDamage that has been dealt to a ship\u2019s hull is represented on an AR overlay as a heatmap: no damage displays as green, full damage and holes as red, and partial damage on a gradient in-between. The edges of hull breaches are also highlighted for clarity.\n\nHighlighting the various parts will display its current health as well as the materials required to repair it. When ready to start a repair job, the Repair Task Manager selects the desired part, opening the Material Panel.\n\nMaterial Panel\nRepairs taking place in a workshop require the consumption of the raw construction materials gathered through Mining, Scavenging and Trade. The Repair Task Manager can assign different materials according to the repair task at hand via their console\u2019s Material Panel.\n\nDepending on the repair job, certain types and quantities of material are required. When a component is selected, these requirements are displayed in the Repair Compound section of the Material Panel as slots that need to be filled from the repair ship\u2019s Material Stock.\n\nEach material is graded to reflect how effective it is when assigned to a slot and how it will affect the repair procedure (discussed later in the Repair Arm Operator\u2019s section). To get optimum results the Task Manager must balance the Arm Operators requirements, versus the value of the materials used.\n\nOnce all materials have been assigned, the Repair Arm Operator can then initiate the reconstruction process.\n\n\n\nReconstruction\nIn the event that a ship part or component has been entirely detached or destroyed, it must be reconstructed. To do this the Task Manager selects the missing part from their Damage Assessment panel and assigns the materials as normal.\n\nOnce the composition is confirmed, the missing part\u2019s frame is automatically constructed by the Repair Arm; the process is entirely automatic, using patterns from the repair terminal\u2019s database for reconstruction. After the framework has been constructed, the player can then use patching to build the surface up as normal.\n\nBefore a reconstruction can be started, the attachment point must be cleared of any obstructing debris by the Repair Arm Operator. Whilst an obstruction is present, the part appears as a red hologram on the damage assessment screen with the extraneous material highlighted for removal.\n\nRepair Arm Operator\nOnce the Repair Task Manager has chosen the part and repair material composition, the Repair Arm Operator starts the reconstruction and repair process. By using their terminal, the operator controls the arm\u2019s position and aim remotely via a mounted camera. To avoid overcomplicating controls, the head is translated and aimed directly with an IK solution orientating the rest of the arm to follow.\n\nThe Repair Arm\u2019s laser can be switched between two modes to carry out the various necessary repair stages: Stripping and Patching.\n\nStripping\nHull stripping is vital for improving the integrity of a ship\u2019s hull that has only sustained light damage, as only missing segments can be patched.\n\nIn stripping mode, the repair arm\u2019s high powered laser is used to cleanly remove parts of a component\u2019s surface without causing structural damage to the surrounding area. Stripped surfaces are converted and collected as a percentage of its raw materials.\n\nStripping is also necessary when a component or part has been completely detached. Full component reconstruction requires a clean attachment point requiring the operator to cut away any debris that compromises the area.\n\nPatching\nPatching is the act of rebuilding a ship or component\u2019s surface and restoring its integrity. When in patching mode, the Repair Arm\u2019s laser is repurposed to directly \u2018print\u2019 material onto a ship or component\u2019s frame. As the Repair Arm is aimed, a wireframe hologram is projected showing the edge of the damaged area that can be printed onto. This grid is a high resolution tractor mesh that matches the undamaged surface, supporting the material printed onto the ship.\n\nThe Repair Arm sprays a powdered compound whilst simultaneously firing a laser to heat and bind the compound, creating the new surface. As the repair surface is built up, the mesh gradually contracts to form a new working edge until the area is completely restored.\nThe strength of the new surface is dependent on the amount of exposure it is subjected to from the laser. As a surface is being built, it gradually increases in strength until it reaches 100%. If the laser remains focused on that area for much longer however, the integrity decreases as the surface overheats. This creates a sweet spot that the operator must reach before moving on to achieve optimum integrity.\n\nThe player can choose to toggle the AR damage heatmap overlay on and off whilst patching to receive real time feedback as they approach this threshold: the surface turning green as it nears 100% and transitioning back into the red as the surface is overexposed. If a surface becomes overexposed, the Arm Operator will have to restrip that section of the surface before reattempting to patch it.\n\nThe composition of the repair material, as defined by the Repair Task Manager, determines the behaviour of the patch surface as it is being printed: the max integrity level, the size of the peak integrity sweet spot and the rate at which the exposure affects integrity. This presents a player-defined risk-reward loop where the use of cheap materials can achieve the same results as expensive ones, but requires far more skill to accomplish with the crew of the repair ship needing to take their operators abilities into consideration when pricing jobs and assigning materials.\n\nField Repairs\nPersonal Multitool\nThe Multitool is a personal item that is equipped with the capabilities of a small-scale version of a workshop\u2019s Repair Arm. It is capable of stripping and patching, allowing it to achieve a wide variety of ship repairs short of full part reconstruction.\n\nAlthough the Multitool\u2019s repair abilities are the same as that of the Repair Arm, the size of the laser and low quantity of repair material it can store means that it is only suitable for quick fixes and patch jobs to get a ship back to a proper repair facility.\n\nComponent Damage\nWhen your ship takes damage, some of that damage will be transferred from the point of impact on the hull to the nearest system and weapon components. Those components then distribute that damage between itself and whatever Subcomponents are attached inside.\nSubcomponents are the various consumables that are used to run or improve a component or system\u2019s behaviour.\n\nIn general, component field repairs consist of turning off whichever component is having problems, replacing the broken subcomponents, and turning the component back on. In very large components, like those found on capital ships, there may be multiple actions involved in turning a component on or off, including rerouting power or coolant to other parts of the ship. These actions may also involve the use of on-board ship computers.\n\nSubcomponents\nSubcomponents provide additional benefits to the component they are attached to, allowing for further customization of a player\u2019s ship. They are divided into three categories, each providing specific areas of improvement.\n\nModule Racks\nModule Racks are panels that house the various components used to keep their associative subcomponents running. These can be found on the hull under maintenance hatches in closed-cockpit ships, or internally in the engineering section of larger multi-crew ships.\n\nDepending on the component installed, different types and numbers of subcomponents are required. Each subcomponent is built for quick removal and replacement allowing for field repairs to be carried out as quickly as possible. If a player attempts to remove a subcomponent from a powered component they risk being electrocuted and receiving damage.\n\nReplacing a damaged subcomponent is a simple case of interacting with the item in question. The player will then remove it, freeing up the slot. If the player has a replacement in their possession, they can then interact with the empty slot to place it.\n\nSubcomponent types are universal across ships and components of the same size class, a coolant rod from a Gladius\u2019 laser cannon can replace a Hornet\u2019s coolant rod housed in the shield generator. This provides a great deal of flexibility, allowing players to juggle elements between various systems as needed, as well as opening up opportunities to patch their ship using scavenged parts.\n\nComponents on larger ships, such as the Idris or Retaliator can require a large number of subcomponents to function and\/or larger sizes of subcomponents. When damaged, these more complicated systems can take significantly longer to diagnose and physically swap out any compromised subcomponents. To maintain full operation, these ships can contain alternative backup systems. In the case of an emergency, engineers can use their ship terminal to redirect power to the backup, allowing for full ship functionality whilst the engineer repairs the primary system. This can also be achieved manually, should an engineering terminal become inoperable, by physically swapping the whole module rack out, placing the backup system in the primary\u2019s slot."},"links_count":0,"comment_count":414,"created_at":"2015-11-19T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 07:44:30","valid_relations":["images","links"],"prev_id":15061,"next_id":15064}}