{"data":{"id":16172,"title":"The Shipyard: Ship Technical Information","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16172-The-Shipyard-Ship-Technical-Information","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16172","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16172","channel":"Undefined","category":"Undefined","series":"Concept Ship Q&A","images":[{"id":5728,"name":"20170307b-1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2m1i94uwiricor\/source\/20170307b-1.png","alt":"","size":12185294,"mime_type":"image\/png","last_modified":"2017-04-26T17:37:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5728","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5728\/similar"},{"id":5801,"name":"Aegis-Eclipse-L4-Piece-4-Flight-Line-014.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/visi4hua689mir\/source\/Aegis-Eclipse-L4-Piece-4-Flight-Line-014.jpg","alt":"","size":3535624,"mime_type":"image\/jpeg","last_modified":"2017-05-19T17:26:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5801","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5801\/similar"},{"id":6105,"name":"Tumbril-Buggy-Piece-07-Black-Beach-V012a.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vj0pi3ibl7k4zr\/source\/Tumbril-Buggy-Piece-07-Black-Beach-V012a.jpg","alt":"","size":3978775,"mime_type":"image\/jpeg","last_modified":"2017-07-14T20:23:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6105","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6105\/similar"},{"id":6418,"name":"Reclaimer_full.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4w1gfskdode1er\/source\/Reclaimer_full.jpg","alt":"","size":390717,"mime_type":"image\/jpeg","last_modified":"2017-10-19T20:07:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6418","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6418\/similar"},{"id":6419,"name":"6.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bmeeih21qj7lxr\/source\/6.jpg","alt":"","size":361254,"mime_type":"image\/jpeg","last_modified":"2020-05-14T17:38:03+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6419","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6419\/similar"},{"id":6421,"name":"Dragonfly_Threequarter_Angle_Yellow_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/gqbu83k8i6ds8r\/source\/Dragonfly_Threequarter_Angle_Yellow_01.jpg","alt":"","size":1666920,"mime_type":"image\/jpeg","last_modified":"2017-10-16T19:14:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6421","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6421\/similar"},{"id":6427,"name":"Drake_Cutlass_Black_InFlight-Copy.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qt0wzoutm39oar\/source\/Drake_Cutlass_Black_InFlight-Copy.jpg","alt":"","size":4035071,"mime_type":"image\/jpeg","last_modified":"2017-08-10T22:19:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6427","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6427\/similar"},{"id":6438,"name":"Reclaimer_dimensions.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9xjd3655fe1n7r\/source\/Reclaimer_dimensions.jpg","alt":"","size":393335,"mime_type":"image\/jpeg","last_modified":"2017-10-19T20:07:34+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6438","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6438\/similar"},{"id":6440,"name":"Reclaimer_mass.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/0e0qsk33iuc7br\/source\/Reclaimer_mass.jpg","alt":"","size":393189,"mime_type":"image\/jpeg","last_modified":"2017-10-19T20:07:41+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6440","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6440\/similar"},{"id":6442,"name":"Reclaimer_cargo.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mm0x376hv1cuzr\/source\/Reclaimer_cargo.jpg","alt":"","size":393247,"mime_type":"image\/jpeg","last_modified":"2017-10-19T20:07:27+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6442","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6442\/similar"},{"id":6443,"name":"Reclaimer_speed.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/19jmlgw17dea8r\/source\/Reclaimer_speed.jpg","alt":"","size":393429,"mime_type":"image\/jpeg","last_modified":"2017-10-19T20:07:34+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6443","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6443\/similar"},{"id":6444,"name":"Reclaimer_minmax.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9qejv4cmokyker\/source\/Reclaimer_minmax.jpg","alt":"","size":393951,"mime_type":"image\/jpeg","last_modified":"2017-10-19T20:07:34+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6444","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6444\/similar"},{"id":6445,"name":"Reclaimer_maneuvering.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/med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Technical Information A Guide to the New Ship Matrix\nGreetings Citizens!\n\nThe New Ship Matrix retains a similar format to the prior matrix with three distinct panels: Systems, Technical Overview, and Holoviewer that have been adjusted and updated to support the breadth of new data involved. In this article we\u2019ll be discussing the expanded Technical Overview section, where you can find a variety of information not typically suited for display via icons on the Systems panel. This also has the added benefit of allowing us to present a more raw data to the reader in certain instances.\n\nBefore we begin, a few words about stats in general.\n\nQuite often we find it said that more is automatically better with regards to ship stats, but in game design that is not always the case. With our intention to create a diverse universe, the idea that having more of one thing than another is not an automatic advantage. In many instances, it can be either boon or downside and depending on the circumstance, even lead to a significant disadvantage.\n\nAs an example, when talking Transport career ships it may seem like bigger is automatically better, but there are considerations to be made beyond simply, \u201cHow much can it carry?\u201d For starters, the more you carry at one time the larger a target you become. A Hull-E can carry a phenomenal amount of cargo but along with that advantage it\u2019s also an extremely large and vulnerable ship, unable to land with the cargo and slow to load, due to it\u2019s sheer size and the fact it stores all of that cargo externally. The risk in taking one of these ships on a long trading run or outside UEE protected shipping lanes is not only sizable, but will also require considerable expense in buying that cargo to start. Then again, there\u2019s also the additional expense of offsetting that risk by hiring an escort to protect you. With this said, should you succeed the individual payoff can be spectacular. We mention this not to dissuade you from flying a Hull-E, but to encourage you think about what considerations should be taken in each situation, be that doing the same trip, multiple times, in another smaller, more protected ship and in greater safety, or taking the high-risk, high-reward path. These choices are meant to be yours, and ship stats are the basis for beginning these thoughts, not ending or limiting them. As one starship captain would put it: \u201cI like to believe that there are always possibilities.\u201d\n\nWith this same regard to Combat ships, the Buccaneer may wield an impressive array of weapons allowing it to pack one hell of a punch, but it\u2019s trade-off in game design is that it cannot absorb a wealth of firepower in return. Trade-offs like these and others are essential in both game design, and in building the immersive universe Star Citizens deserve, and can often be offset by practice with a specific ship, individual understanding of each ship\u2019s unique characteristics, and honing your dogfighting skills in general. Those that do can put these things to great use, but for the mere Content Manager mortals amongst us, we would probably fair better in a more rugged combat ship with slightly fewer guns and more missiles.\n\nIn the final analysis, your best bet will often be in finding the right combination of pilot, ship, and situation as opposed to just picking the one with the higher number. Which spaceship, is the right spaceship for you?\n\nWith that, there\u2019s a fair chunk of newly available information contained here so lets dig down into each area and see what they\u2019re all about.\n\nThe Little Chart of Big Ship Sizes\nWhat\u2019s Being a Capital Ship Mean, Anyway? Ship Size Sample Ships Vehicle Ursa Lynx Cyclone PTV Snub Archimedes X1 85X Dragonfly Small Defender Razor Sabre Terrapin Medium Freelancer Eclipse Cutlass Vanguard Large Carrack Reclaimer Merchantman Constellation Capital Orion Hull-E Endeavor Polaris\n* This is a partial selection of ships for various sizes.\nShip Size\nThe Size value is a simplified overview of both the scale of a ship\u2019s physicality, and the scope of its player investment. While these values are not absolutes i.e. some Capital ships may be smaller, some Medium ships may be larger, it is intended only to be a starting point in your understanding of a particular ship\u2019s place in the Star Citizen universe, and not the final word on what it can and cannot do.\n\n\nGlossary of Ship Sizes\n\nVehicle\n\nCan only be operated on ground, the range spans from simple personal transport vehicles like the Greycat, through exploration rovers like the Lynx and Ursa to much larger vehicles. Can often be crewed by a single player or a small group.\n\n\nSnub\n\nA ship that is completely dependent on another ship to work over a wide area. Sometimes referred to as a parasite craft. Will work in space and atmosphere with generally only a single pilot. Often has no Quantum Drive or fuel intakes which limit its range without the parent ship.\n\n\nSmall\n\nGenerally up to 25m in length. Ships that operate in space with Quantum capability. Ideal for solo operators but not exclusively single-seaters. Appropriate for the vast majority of landing pads on stations throughout the verse.\n\n\nMedium\n\nMost commonly 25-50m in length. Can be operated independently, but will flourish most effectively with additional crew. Often contains living accommodations for the crew to support extended missions or some form of cargo area. Designed to be played with a small group of friends well.\n\n\nLarge\n\nFrequently found in the 50-150m length range, these ships can be operated with a skeleton crew, but really require an experienced medium to large crew working together as a unit throughout the mission to achieve their goals. Maintenance and repair costs often become a significant factor in this size bracket.\n\n\nCapital\n\nHuge ships that are often (but not exclusively) over 150m in length and require a significant investment in time or crew to maintain let alone run. The crew needs to be skilled in many areas to effectively operate these colossal ships and often need a small fleet of supporting ships to keep them in the best condition or out of harms way. While these ships are not designed for the casual, individual player, they will offer a unique gameplay experience to the dedicated crew who put in the time and resources.\n\n\n\nDimensions\nThese values have all been updated to the current dimensions for the ships based on their in-flight position rather than with their gears down.\n\n\nMass\nWe discussed Ship Mass yesterday so check the article out for how we arrive to this number, but compared with the previous values they will appear significantly higher than before. Every ship has had a pass and been updated so while they are all higher, they are now all on the same scale. Generally the dimensions of the ship will factor more into the size classification than the mass. That said, the majority of the ships fall in line with this so \u201cSmall\u201d will usually have a lower mass than \u201cMedium,\u201d but we\u2019re leaving room in the future to have ships with particularly dense or light materials straddling traditional size conventions.\n\n\n\nCargo Capacity\nThis value is the maximum amount of cargo in SCU the ship can safely carry when attached to its cargo grid in the dedicated cargo storage areas, and does not factor in the player attempting to fill every, corridor, nook and cranny with goods. As we\u2019re discussing Cargo and SCU in detail in another article, for now we\u2019ll say that we calculate this value using 1 SCU crates as the minimum size available to be placed and secured in the dedicated cargo grid (if any) of a ship.\n\n\nSCM\/AFB\nThe SCM value is the speed the ship moves in Standard Combat Maneuvering mode, i.e. the default, in-space movement speed of your ship. In atmosphere this speed will often be less due to the increased air resistance and drag. The Afterburn (AFB) value is split into two, the first being the standard Afterburner top speed and the second in brackets being the \u201cSuper Cruise\u201d max speed. This Super Cruise allows for travelling at a much greater velocity than AFB, but less than Quantum travel, perfect for navigating down to planets or moons from the outer markers. You\u2019re always in such a hurry, aren\u2019t you?\n\n\n\nMin\/Max Crew\nThe minimum crew value is what we regard the minimum number of players (or hired NPC\u2019s) to be able to operate the ship in a basic manner while still utilizing its key features, such as a salvage ship being still able to salvage and move\/defend itself. We have calculated this number based on a few guidelines:\n\nNumber of \u201coperator\u201d seats in the ship. These are seats that control specific functions such as flight, feature critical stations like salvage or mining, or drone control stations that are used to operate other primary features.\n\nNumber of turrets divided by 2, rounded down. This provides the ship with a limited set of defense capability with the minimum crew rather than leaving it entirely undefended.\n\nThe maximum crew value is the upper limit of crew we allow to be supported onboard long term, not including passengers. The upper value is generally restricted by the amount of decidated seats for functions such as flight or turrets alongside the number of beds in the ship (where applicable.) Just like cargo these are the safe numbers. You can clown car an Aurora if you wish (we\u2019ve seen the videos) but the on-board life support systems are finely tuned to only support the maximum crew for extended durations, so expect your resources to be consumed faster than expected.\n\n\nManeuvering Stats\nIn the next article, we\u2019ll be discussing the changes to how we display thrusters in the matrix with greater depth, but for now the key information for how your ship handles can be found here. These values are the raw, unmodified speeds your ship can translate\/roll in each axis without using boost or afterburn. As such, these times are never exact and can be improved both by using the various speed functions of your ship, or in the future, by component performance tuning.\n\n\nThis article is intended as a brief introduction to the various information you\u2019ll find on the Technical Information tab of the ship matrix. As with most aspects of Star Citizen\u2019s continuing development, this information is reflective of the current design in ship stats, and may evolve further in the future.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Why are the SCM\/AFB set at certain values and restricted?\n\nA: In reality there is theoretically no set limit for speed in space, but we restrict this for two reasons in Star Citizen: gameplay and technical.\n\nThe SCM values are built around where we want each ship to perform from a design perspective and ensure that the ship can still do maneuvers as expected and within G-Force limits. The higher these SCM speeds are the harder it is for compelling combat to occur, with the majority of players doing little more than \u201cshooting at blips\u201d instead of having exciting, skill-based dogfighting where you can see your opponents.\n\nThis also factors into the Afterburn top speed limitation as well, as we strive to make each ship feel different and provide reasons to either customize your ship, or look for ship alternatives while avoiding that, \u201cbest ship at everything\u201d that can inhibit multi-faceted game design.\n\nQ: Can I still fly my ship Solo even though the Min Crew is listed as more than 1?\n\nA: Yes. While there is no hard and fast rule excluding the solo operation of all Large or Capital ships, some may find themselves at a significant disadvantage trying to perform specific actions in multi-crew ships without a crew, be that player or AI-based. Every ship in the game can be flown by a single player (even a Javelin) but your effectiveness in most scenarios will be limited to varying degrees. The minimum crew number provided is what we deem as a sensible skeleton crew option that allows the ship to be used effectively as intended while performing the role it was designed for.\n\nFor ships not implemented in the game, this is an estimate based on design intentions. As with all game development, these numbers can change after implementation, testing, and feedback.\n\nQ: How does Ship Size tie into Jump Point sizing?\n\nA: At present, while we focus building out the single Stanton System, the Ship Size value has no bearing on the Jump Point sizing you can find in the Starmap. While the game system determining which ships can use which jump points is still having its design finalized, we can offer that it is not expected that these \u201cship sizes\u201d will map 1:1 with \u201cjump point sizes.\u201d We are working on multiple methods to determine jump point traversal and will update everyone (and the ship matrix) in the future once this system is finalized, and we are in a position to confirm this.\n\nQ: Can I fit more cargo in my ship that the value suggested?\n\nA: Yes, but do not expect this to be penalty free. We will cover this topic in depth in a further post but the value given is the current maximum safe amount of cargo each ship can carry, any more will be at risk of damage during flight and other penalties.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo","de_DE":"Technische Informationen zum Schiff Ein Leitfaden f\u00fcr die neue Schiffsmatrix\nGr\u00fc\u00dfe B\u00fcrger!\n\nDie New Ship Matrix beh\u00e4lt ein \u00e4hnliches Format wie die vorherige Matrix mit drei verschiedenen Panels: Systeme, technische \u00dcbersicht und Holoviewer, die angepasst und aktualisiert wurden, um die Breite der neuen Daten zu unterst\u00fctzen. In diesem Artikel werden wir den erweiterten Abschnitt Technische \u00dcbersicht besprechen, in dem Sie eine Vielzahl von Informationen finden, die nicht typischerweise f\u00fcr die Anzeige \u00fcber Symbole im Systems Panel geeignet sind. Dies hat auch den zus\u00e4tzlichen Vorteil, dass wir dem Leser in bestimmten F\u00e4llen rohere Daten pr\u00e4sentieren k\u00f6nnen.\n\nBevor wir beginnen, ein paar Worte zu den Statistiken im Allgemeinen.\n\nSehr oft stellen wir fest, dass mehr automatisch besser ist, wenn es um Schiffsstatistiken geht, aber im Spieldesign ist das nicht immer der Fall. Mit unserer Absicht, ein vielf\u00e4ltiges Universum zu schaffen, ist die Idee, dass mehr von einer Sache als eine andere zu haben, kein automatischer Vorteil. In vielen F\u00e4llen kann es entweder Segen oder Nachteil sein und je nach Umstand sogar zu einem erheblichen Nachteil f\u00fchren.\n\nAls Beispiel, wenn man von Transportkarriereschiffen spricht, mag es scheinen, dass es gr\u00f6\u00dfer ist, ist automatisch besser, aber es gibt \u00dcberlegungen, die \u00fcber die einfache Frage \"Wie viel kann es tragen? F\u00fcr den Anfang, je mehr du auf einmal tr\u00e4gst, desto gr\u00f6\u00dfer wird dein Ziel. Ein Hull-E kann eine ph\u00e4nomenale Menge an Ladung transportieren, aber neben diesem Vorteil ist es auch ein extrem gro\u00dfes und verwundbares Schiff, das nicht in der Lage ist, mit der Ladung zu landen und langsam zu laden, aufgrund seiner schieren Gr\u00f6\u00dfe und der Tatsache, dass es all diese Ladung extern lagert. Das Risiko, eines dieser Schiffe auf einen langen Handelslauf oder au\u00dferhalb von UEE-gesch\u00fctzten Schifffahrtsrouten zu nehmen, ist nicht nur betr\u00e4chtlich, sondern erfordert auch erhebliche Kosten beim Kauf dieser Ladung. Andererseits gibt es auch die zus\u00e4tzlichen Kosten, dieses Risiko auszugleichen, indem man eine Escort Dame engagiert, um dich zu sch\u00fctzen. Mit diesem gesagt, wenn Sie erfolgreich sind, kann die individuelle Auszahlung spektakul\u00e4r sein. Wir erw\u00e4hnen dies nicht, um Sie davon abzuhalten, einen Hull-E zu fliegen, sondern um Sie zu ermutigen, dar\u00fcber nachzudenken, welche \u00dcberlegungen in jeder Situation angestellt werden sollten, sei es, dass Sie die gleiche Reise mehrmals, in einem anderen kleineren, gesch\u00fctzteren Schiff und in gr\u00f6\u00dferer Sicherheit unternehmen oder den risikoreichen Weg mit hohem Ertrag einschlagen. Diese Entscheidungen sollen Ihnen geh\u00f6ren, und Schiffsstatistiken sind die Grundlage f\u00fcr den Beginn dieser Gedanken, ohne sie zu beenden oder einzuschr\u00e4nken. Wie ein Raumschiffkapit\u00e4n sagen w\u00fcrde: \"Ich glaube gerne, dass es immer M\u00f6glichkeiten gibt.\"\n\nIn Bezug auf Kampfschiffe kann der Freibeuter eine beeindruckende Anzahl von Waffen einsetzen, die es ihm erm\u00f6glichen, einen h\u00f6llischen Schlag zu versetzen, aber es ist ein Kompromiss im Spieldesign, dass er im Gegenzug keine F\u00fclle von Feuerkraft aufnehmen kann. Kompromisse wie diese und andere sind sowohl beim Spieldesign als auch beim Aufbau des immersiven Universums, das Star Citizens verdient, unerl\u00e4sslich und k\u00f6nnen oft durch die Praxis mit einem bestimmten Schiff, das individuelle Verst\u00e4ndnis der einzigartigen Eigenschaften jedes Schiffes und die Verbesserung Ihrer F\u00e4higkeiten im Luftkampf im Allgemeinen ausgeglichen werden. Diejenigen, die das tun, k\u00f6nnen diese Dinge sehr gut nutzen, aber f\u00fcr die blo\u00dfen Content Manager Sterblichen unter uns, w\u00fcrden wir wahrscheinlich besser in einem robusteren Kampfschiff mit etwas weniger Waffen und mehr Raketen sein.\n\nLetztendlich ist es oft die beste Wahl, die richtige Kombination aus Lotse, Schiff und Situation zu finden, anstatt nur diejenige mit der h\u00f6heren Nummer auszuw\u00e4hlen. Welches Raumschiff ist das richtige f\u00fcr dich?\n\nDamit gibt es einen ordentlichen Haufen neu verf\u00fcgbarer Informationen, die hier enthalten sind, also lassen Sie uns in jeden Bereich vordringen und sehen, worum es bei ihnen geht.\n\nDas kleine Diagramm der gro\u00dfen Schiffsgr\u00f6\u00dfen\nWas bedeutet es \u00fcberhaupt, ein gro\u00dfes Schiff zu sein? Schiffsgr\u00f6\u00dfe Musterschiffe Fahrzeug Ursa Luchs Zyklon PTV Snub Archimedes X1 85X Libelle Kleiner Verteidiger Rasiermesser S\u00e4bel Schildkr\u00f6te Mittlerer Freiberufler Finsternis Entermesser Avantgarde Gro\u00dfer Carrack Reclaimer H\u00e4ndler Konstellation Capital Orion Rumpf-E Ende Polaris\nDies ist eine Teilauswahl von Schiffen f\u00fcr verschiedene Gr\u00f6\u00dfen.\nSchiffsgr\u00f6\u00dfe\nDer Gr\u00f6\u00dfenwert ist eine vereinfachte \u00dcbersicht sowohl \u00fcber das Ausma\u00df der K\u00f6rperlichkeit eines Schiffes als auch \u00fcber den Umfang der Spielerinvestitionen. W\u00e4hrend diese Werte keine Absolutwerte sind, d.h. einige Hauptschiffe k\u00f6nnen kleiner sein, einige mittlere Schiffe k\u00f6nnen gr\u00f6\u00dfer sein, aber es soll nur ein Ausgangspunkt in Ihrem Verst\u00e4ndnis des Platzes eines bestimmten Schiffes im Star Citizen Universum sein und nicht das letzte Wort dar\u00fcber, was es tun kann und was nicht.\n\n\nGlossar der Schiffsgr\u00f6\u00dfen\n\nFahrzeug\n\nDie Bandbreite reicht von einfachen Personentransportfahrzeugen wie der Greycat \u00fcber Erkundungsrover wie dem Lynx und Ursa bis hin zu viel gr\u00f6\u00dferen Fahrzeugen. Kann oft von einem Einzelspieler oder einer kleinen Gruppe besetzt werden.\n\n\nStumpfsinn\n\nEin Schiff, das v\u00f6llig abh\u00e4ngig von einem anderen Schiff ist, um \u00fcber ein gro\u00dfes Gebiet zu arbeiten. Manchmal auch als Parasitenschiff bezeichnet. Arbeitet in Raum und Atmosph\u00e4re mit in der Regel nur einem einzigen Piloten. Oftmals hat es keinen Quantum Drive oder Kraftstoffeinl\u00e4sse, die seine Reichweite ohne das Mutterschiff einschr\u00e4nken.\n\n\nKlein\n\nIm Allgemeinen bis zu einer L\u00e4nge von 25 m. Schiffe, die im Weltraum mit Quantum-F\u00e4higkeiten operieren. Ideal f\u00fcr Solisten, aber nicht nur f\u00fcr Einsitzer. Geeignet f\u00fcr die \u00fcberwiegende Mehrheit der Landepl\u00e4tze an Stationen im gesamten Vers.\n\n\nMittel\n\nMeistens 25-50m lang. Kann unabh\u00e4ngig betrieben werden, gedeiht aber am effektivsten mit zus\u00e4tzlicher Crew. Enth\u00e4lt oft Wohnr\u00e4ume f\u00fcr die Besatzung, um erweiterte Missionen oder eine Form von Laderaum zu unterst\u00fctzen. Entwickelt, um mit einer kleinen Gruppe von Freunden gut gespielt zu werden.\n\n\nGro\u00df\n\nH\u00e4ufig im L\u00e4ngenbereich von 50-150 m zu finden, k\u00f6nnen diese Schiffe mit einer Skelettbesatzung betrieben werden, erfordern aber eine erfahrene mittlere bis gro\u00dfe Besatzung, die w\u00e4hrend der gesamten Mission als Einheit zusammenarbeitet, um ihre Ziele zu erreichen. Wartungs- und Reparaturkosten werden in dieser Gr\u00f6\u00dfenklasse oft zu einem wesentlichen Faktor.\n\n\nKapital\n\nRiesige Schiffe, die oft (aber nicht ausschlie\u00dflich) \u00fcber 150 m lang sind und eine erhebliche Investition in Zeit oder Besatzung erfordern, um sie zu warten und zu betreiben. Die Besatzung muss in vielen Bereichen qualifiziert sein, um diese riesigen Schiffe effektiv zu betreiben, und sie braucht oft eine kleine Flotte von Hilfsschiffen, um sie in bestem Zustand oder vor Sch\u00e4den zu bewahren. Diese Schiffe sind zwar nicht f\u00fcr den l\u00e4ssigen, individuellen Spieler konzipiert, bieten aber der engagierten Crew, die Zeit und Ressourcen investiert, ein einzigartiges Spielerlebnis.\n\n\n\nAbmessungen\nDiese Werte wurden alle auf die aktuellen Abmessungen f\u00fcr die Schiffe aktualisiert, basierend auf ihrer Position w\u00e4hrend des Fluges und nicht mit heruntergefahrenen G\u00e4ngen.\n\n\nMasse\nWir haben gestern die Schiffsmasse besprochen, also schauen Sie sich den Artikel an, wie wir zu dieser Zahl kommen, aber im Vergleich zu den vorherigen Werten werden sie deutlich h\u00f6her erscheinen als vorher. Jedes Schiff hat einen Pass gehabt und wurde aktualisiert, so dass, w\u00e4hrend sie alle h\u00f6her sind, sie jetzt alle auf der gleichen Skala sind. Im Allgemeinen ber\u00fccksichtigen die Abmessungen des Schiffes mehr die Gr\u00f6\u00dfenklassifizierung als die Masse. Allerdings stimmt die Mehrheit der Schiffe damit \u00fcberein, so dass \"Small\" in der Regel eine geringere Masse hat als \"Medium\", aber wir lassen in Zukunft Raum f\u00fcr Schiffe mit besonders dichten oder leichten Materialien, die traditionelle Gr\u00f6\u00dfenkonventionen \u00fcberspannen.\n\n\n\nLaderaum\nDieser Wert ist die maximale Menge an Ladung in der SCU, die das Schiff sicher transportieren kann, wenn es an seinem Ladegitter in den daf\u00fcr vorgesehenen Lader\u00e4umen befestigt ist, und ber\u00fccksichtigt nicht den Spieler, der versucht, jeden Korridor, jede Ecke und jeden Winkel mit Waren zu f\u00fcllen. Da wir in einem anderen Artikel ausf\u00fchrlich \u00fcber Cargo und SCU diskutieren, sagen wir vorerst, dass wir diesen Wert mit 1 SCU-Kiste als Mindestgr\u00f6\u00dfe berechnen, die zur Verf\u00fcgung steht, um sie im speziellen Ladungsraster (falls vorhanden) eines Schiffes zu platzieren und zu sichern.\n\n\nSCM\/AFB\nDer SCM-Wert ist die Geschwindigkeit, mit der sich das Schiff im Standardkampfman\u00f6ver-Modus bewegt, d.h. die standardm\u00e4\u00dfige Bewegungsgeschwindigkeit Ihres Schiffes im Raum. In der Atmosph\u00e4re ist diese Geschwindigkeit aufgrund des erh\u00f6hten Luftwiderstands und Widerstandes oft geringer. Der Nachverbrennungswert (AFB) wird in zwei Teile aufgeteilt, wobei der erste die standardm\u00e4\u00dfige H\u00f6chstgeschwindigkeit des Nachbrenners und der zweite in Klammern die H\u00f6chstgeschwindigkeit \"Super Cruise\" ist. Diese Superkreuzfahrt erm\u00f6glicht das Reisen mit einer viel h\u00f6heren Geschwindigkeit als AFB, aber weniger als Quantum-Reisen, perfekt f\u00fcr die Navigation zu Planeten oder Monden von den \u00e4u\u00dferen Markern aus. Du hast es immer so eilig, nicht wahr?\n\n\n\nMin\/Max Besatzung\nDer Mindestwert f\u00fcr die Besatzung ist das, was wir f\u00fcr die minimale Anzahl von Spielern (oder gemieteten NSCs) halten, um das Schiff in einer grundlegenden Weise betreiben zu k\u00f6nnen, w\u00e4hrend es gleichzeitig seine Hauptmerkmale nutzt, wie z.B. ein Bergungsschiff, das immer noch in der Lage ist, zu bergen und sich zu bewegen\/verteidigen. Wir haben diese Zahl anhand einiger Richtlinien berechnet:\n\nAnzahl der \"Operator\"-Sitze auf dem Schiff. Dies sind Sitze, die bestimmte Funktionen wie z.B. Flug steuern, \u00fcber kritische Stationen wie Bergung oder Bergbau verf\u00fcgen oder Drohnenkontrollstationen, die zur Bedienung anderer prim\u00e4rer Funktionen verwendet werden.\n\nAnzahl der T\u00fcrme geteilt durch 2, abgerundet. Dies bietet dem Schiff eine begrenzte Verteidigungsf\u00e4higkeit mit einem Minimum an Besatzung, anstatt es v\u00f6llig unverteidigt zu lassen.\n\nDer maximale Besatzungswert ist die Obergrenze der Besatzung, die wir langfristig an Bord unterst\u00fctzen k\u00f6nnen, ohne die Passagiere. Der obere Wert wird im Allgemeinen durch die Anzahl der entsperrten Sitze f\u00fcr Funktionen wie Flug oder T\u00fcrme neben der Anzahl der Betten im Schiff begrenzt (falls zutreffend). Genau wie bei der Ladung sind dies die Sicherheitsnummern. Sie k\u00f6nnen Clownwagen und Aurora auf Wunsch (wir haben die Videos gesehen), aber die fahrzeugseitigen Lebenserhaltungssysteme sind fein abgestimmt, um nur die maximale Besatzung f\u00fcr l\u00e4ngere Zeitr\u00e4ume zu unterst\u00fctzen, also erwarten Sie, dass Ihre Ressourcen schneller als erwartet verbraucht werden.\n\n\nMan\u00f6vrierstatistiken\nIm n\u00e4chsten Artikel werden wir die \u00c4nderungen an der Darstellung von Triebwerken in der Matrix mit gr\u00f6\u00dferer Tiefe diskutieren, aber vorerst sind hier die wichtigsten Informationen dar\u00fcber zu finden, wie Ihre Schiffsabfertigung funktioniert. Diese Werte sind die rohen, unver\u00e4nderten Geschwindigkeiten, die Ihr Schiff in jeder Achse ohne Boost oder Nachverbrennung verschieben\/rollen kann. Somit sind diese Zeiten nie exakt und k\u00f6nnen sowohl durch die Nutzung der verschiedenen Geschwindigkeitsfunktionen Ihres Schiffes als auch in Zukunft durch Komponentenleistungsoptimierung verbessert werden.\n\n\nDieser Artikel ist als kurze Einf\u00fchrung in die verschiedenen Informationen gedacht, die Sie auf der Registerkarte Technische Informationen der Schiffsmatrix finden. Wie bei den meisten Aspekten der kontinuierlichen Entwicklung von Star Citizen spiegeln diese Informationen den aktuellen Entwurf in den Schiffsstatistiken wider und k\u00f6nnen sich in Zukunft weiter entwickeln.\n\n\nH\u00e4ufig gestellte Fragen oder: Fragen, von denen wir dachten, dass du sie vielleicht hast.\n\nF: Warum ist das SCM\/AFB auf bestimmte Werte eingestellt und eingeschr\u00e4nkt?\n\nA: In Wirklichkeit gibt es theoretisch keine feste Grenze f\u00fcr die Geschwindigkeit im Weltraum, aber wir beschr\u00e4nken dies aus zwei Gr\u00fcnden in Star Citizen: Gameplay und Technik.\n\nDie SCM-Werte basieren darauf, wo wir wollen, dass jedes Schiff aus konstruktiver Sicht seine Leistung erbringt und sicherstellen, dass das Schiff weiterhin wie erwartet und innerhalb der G-Force-Grenzwerte man\u00f6vrieren kann. Je h\u00f6her diese SCM-Geschwindigkeiten sind, desto schwieriger ist es, zwingende K\u00e4mpfe durchzuf\u00fchren, wobei die Mehrheit der Spieler kaum mehr als \"Schie\u00dfen auf Blips\" tut, anstatt spannende, kompetenzbasierte Luftk\u00e4mpfe zu f\u00fchren, bei denen man seine Gegner sehen kann.\n\nDies wirkt sich auch auf die Afterburn H\u00f6chstgeschwindigkeitsbegrenzung aus, da wir uns bem\u00fchen, dass sich jedes Schiff anders anf\u00fchlt und Gr\u00fcnde liefern, warum wir entweder Ihr Schiff anpassen oder nach Schiffsalternativen suchen und dabei das \"beste Schiff in allem\" vermeiden, das ein facettenreiches Spieldesign verhindern kann.\n\nF: Kann ich mein Schiff trotzdem solo fliegen, obwohl die Min Crew als mehr als 1 gelistet ist?\n\nA: Ja. W\u00e4hrend es keine harte und schnelle Regel gibt, die den Solobetrieb aller gro\u00dfen oder gro\u00dfen Schiffe ausschlie\u00dft, k\u00f6nnen einige von ihnen in einem erheblichen Nachteil sein, wenn sie versuchen, bestimmte Aktionen auf Schiffen mit mehreren Besatzungen ohne Besatzung durchzuf\u00fchren, sei es dieser Spieler oder die KI. Jedes Schiff im Spiel kann von einem einzelnen Spieler (sogar einem Speer) geflogen werden, aber deine Effektivit\u00e4t in den meisten Szenarien wird auf verschiedene Grade beschr\u00e4nkt sein. Die Mindestbesatzungszahl ist das, was wir f\u00fcr eine vern\u00fcnftige Skelettbesatzungsoption halten, die es erm\u00f6glicht, das Schiff effektiv und bestimmungsgem\u00e4\u00df einzusetzen und gleichzeitig die Rolle zu erf\u00fcllen, f\u00fcr die es konzipiert wurde.\n\nF\u00fcr Schiffe, die nicht im Spiel implementiert sind, ist dies eine Sch\u00e4tzung, die auf Designabsichten basiert. Wie bei jeder Spieleentwicklung k\u00f6nnen sich diese Zahlen nach der Implementierung, dem Testen und dem Feedback \u00e4ndern.\n\nF: Wie h\u00e4ngt die Schiffsgr\u00f6\u00dfe mit der Gr\u00f6\u00dfe des Sprungbrettes zusammen?\n\nA: W\u00e4hrend wir uns derzeit auf den Aufbau des einzelnen Stanton-Systems konzentrieren, hat der Wert f\u00fcr die Schiffsgr\u00f6\u00dfe keinen Einfluss auf die Gr\u00f6\u00dfe des Jump Points, die Sie in der Starmap finden. W\u00e4hrend das Spielsystem, das bestimmt, welche Schiffe welche Sprungbretter verwenden d\u00fcrfen, noch nicht fertig gestellt ist, k\u00f6nnen wir anbieten, dass nicht zu erwarten ist, dass diese \"Schiffsgr\u00f6\u00dfen\" 1:1 mit \"Sprungbremsgr\u00f6\u00dfen\" abgebildet werden. Wir arbeiten an mehreren Methoden zur Bestimmung der Sprungpunktdurchquerung und werden in Zukunft alle (und die Schiffsmatrix) aktualisieren, sobald dieses System fertig gestellt ist, und wir sind in der Lage, dies zu best\u00e4tigen.\n\nF: Kann ich mehr Ladung in mein Schiff einbauen, als der vorgeschlagene Wert?\n\nA: Ja, aber erwarte nicht, dass dies straffrei ist. Wir werden dieses Thema in einem weiteren Beitrag ausf\u00fchrlich behandeln, aber der angegebene Wert ist die derzeit maximal sichere Frachtmenge, die jedes Schiff bef\u00f6rdern kann, da sonst die Gefahr von Sch\u00e4den w\u00e4hrend des Fluges und anderen Strafen besteht.\n\n\nWeiterf\u00fchrende Literatur\nSchiffsmassenkarrieren und Rollen Triebwerke Schiff Technische Informationen Ordnungs-Haltepunkte Waffen-Haltepunkte Andere Haltepunkte Gesch\u00fctzt\u00fcrme Varianten & Module scu und Ladung","zh_CN":"Ship Technical Information A Guide to the New Ship Matrix\nGreetings Citizens!\n\nThe New Ship Matrix retains a similar format to the prior matrix with three distinct panels: Systems, Technical Overview, and Holoviewer that have been adjusted and updated to support the breadth of new data involved. In this article we\u2019ll be discussing the expanded Technical Overview section, where you can find a variety of information not typically suited for display via icons on the Systems panel. This also has the added benefit of allowing us to present a more raw data to the reader in certain instances.\n\nBefore we begin, a few words about stats in general.\n\nQuite often we find it said that more is automatically better with regards to ship stats, but in game design that is not always the case. With our intention to create a diverse universe, the idea that having more of one thing than another is not an automatic advantage. In many instances, it can be either boon or downside and depending on the circumstance, even lead to a significant disadvantage.\n\nAs an example, when talking Transport career ships it may seem like bigger is automatically better, but there are considerations to be made beyond simply, \u201cHow much can it carry?\u201d For starters, the more you carry at one time the larger a target you become. A Hull-E can carry a phenomenal amount of cargo but along with that advantage it\u2019s also an extremely large and vulnerable ship, unable to land with the cargo and slow to load, due to it\u2019s sheer size and the fact it stores all of that cargo externally. The risk in taking one of these ships on a long trading run or outside UEE protected shipping lanes is not only sizable, but will also require considerable expense in buying that cargo to start. Then again, there\u2019s also the additional expense of offsetting that risk by hiring an escort to protect you. With this said, should you succeed the individual payoff can be spectacular. We mention this not to dissuade you from flying a Hull-E, but to encourage you think about what considerations should be taken in each situation, be that doing the same trip, multiple times, in another smaller, more protected ship and in greater safety, or taking the high-risk, high-reward path. These choices are meant to be yours, and ship stats are the basis for beginning these thoughts, not ending or limiting them. As one starship captain would put it: \u201cI like to believe that there are always possibilities.\u201d\n\nWith this same regard to Combat ships, the Buccaneer may wield an impressive array of weapons allowing it to pack one hell of a punch, but it\u2019s trade-off in game design is that it cannot absorb a wealth of firepower in return. Trade-offs like these and others are essential in both game design, and in building the immersive universe Star Citizens deserve, and can often be offset by practice with a specific ship, individual understanding of each ship\u2019s unique characteristics, and honing your dogfighting skills in general. Those that do can put these things to great use, but for the mere Content Manager mortals amongst us, we would probably fair better in a more rugged combat ship with slightly fewer guns and more missiles.\n\nIn the final analysis, your best bet will often be in finding the right combination of pilot, ship, and situation as opposed to just picking the one with the higher number. Which spaceship, is the right spaceship for you?\n\nWith that, there\u2019s a fair chunk of newly available information contained here so lets dig down into each area and see what they\u2019re all about.\n\nThe Little Chart of Big Ship Sizes\nWhat\u2019s Being a Capital Ship Mean, Anyway? Ship Size Sample Ships Vehicle Ursa Lynx Cyclone PTV Snub Archimedes X1 85X Dragonfly Small Defender Razor Sabre Terrapin Medium Freelancer Eclipse Cutlass Vanguard Large Carrack Reclaimer Merchantman Constellation Capital Orion Hull-E Endeavor Polaris\n* This is a partial selection of ships for various sizes.\nShip Size\nThe Size value is a simplified overview of both the scale of a ship\u2019s physicality, and the scope of its player investment. While these values are not absolutes i.e. some Capital ships may be smaller, some Medium ships may be larger, it is intended only to be a starting point in your understanding of a particular ship\u2019s place in the Star Citizen universe, and not the final word on what it can and cannot do.\n\n\nGlossary of Ship Sizes\n\nVehicle\n\nCan only be operated on ground, the range spans from simple personal transport vehicles like the Greycat, through exploration rovers like the Lynx and Ursa to much larger vehicles. Can often be crewed by a single player or a small group.\n\n\nSnub\n\nA ship that is completely dependent on another ship to work over a wide area. Sometimes referred to as a parasite craft. Will work in space and atmosphere with generally only a single pilot. Often has no Quantum Drive or fuel intakes which limit its range without the parent ship.\n\n\nSmall\n\nGenerally up to 25m in length. Ships that operate in space with Quantum capability. Ideal for solo operators but not exclusively single-seaters. Appropriate for the vast majority of landing pads on stations throughout the verse.\n\n\nMedium\n\nMost commonly 25-50m in length. Can be operated independently, but will flourish most effectively with additional crew. Often contains living accommodations for the crew to support extended missions or some form of cargo area. Designed to be played with a small group of friends well.\n\n\nLarge\n\nFrequently found in the 50-150m length range, these ships can be operated with a skeleton crew, but really require an experienced medium to large crew working together as a unit throughout the mission to achieve their goals. Maintenance and repair costs often become a significant factor in this size bracket.\n\n\nCapital\n\nHuge ships that are often (but not exclusively) over 150m in length and require a significant investment in time or crew to maintain let alone run. The crew needs to be skilled in many areas to effectively operate these colossal ships and often need a small fleet of supporting ships to keep them in the best condition or out of harms way. While these ships are not designed for the casual, individual player, they will offer a unique gameplay experience to the dedicated crew who put in the time and resources.\n\n\n\nDimensions\nThese values have all been updated to the current dimensions for the ships based on their in-flight position rather than with their gears down.\n\n\nMass\nWe discussed Ship Mass yesterday so check the article out for how we arrive to this number, but compared with the previous values they will appear significantly higher than before. Every ship has had a pass and been updated so while they are all higher, they are now all on the same scale. Generally the dimensions of the ship will factor more into the size classification than the mass. That said, the majority of the ships fall in line with this so \u201cSmall\u201d will usually have a lower mass than \u201cMedium,\u201d but we\u2019re leaving room in the future to have ships with particularly dense or light materials straddling traditional size conventions.\n\n\n\nCargo Capacity\nThis value is the maximum amount of cargo in SCU the ship can safely carry when attached to its cargo grid in the dedicated cargo storage areas, and does not factor in the player attempting to fill every, corridor, nook and cranny with goods. As we\u2019re discussing Cargo and SCU in detail in another article, for now we\u2019ll say that we calculate this value using 1 SCU crates as the minimum size available to be placed and secured in the dedicated cargo grid (if any) of a ship.\n\n\nSCM\/AFB\nThe SCM value is the speed the ship moves in Standard Combat Maneuvering mode, i.e. the default, in-space movement speed of your ship. In atmosphere this speed will often be less due to the increased air resistance and drag. The Afterburn (AFB) value is split into two, the first being the standard Afterburner top speed and the second in brackets being the \u201cSuper Cruise\u201d max speed. This Super Cruise allows for travelling at a much greater velocity than AFB, but less than Quantum travel, perfect for navigating down to planets or moons from the outer markers. You\u2019re always in such a hurry, aren\u2019t you?\n\n\n\nMin\/Max Crew\nThe minimum crew value is what we regard the minimum number of players (or hired NPC\u2019s) to be able to operate the ship in a basic manner while still utilizing its key features, such as a salvage ship being still able to salvage and move\/defend itself. We have calculated this number based on a few guidelines:\n\nNumber of \u201coperator\u201d seats in the ship. These are seats that control specific functions such as flight, feature critical stations like salvage or mining, or drone control stations that are used to operate other primary features.\n\nNumber of turrets divided by 2, rounded down. This provides the ship with a limited set of defense capability with the minimum crew rather than leaving it entirely undefended.\n\nThe maximum crew value is the upper limit of crew we allow to be supported onboard long term, not including passengers. The upper value is generally restricted by the amount of decidated seats for functions such as flight or turrets alongside the number of beds in the ship (where applicable.) Just like cargo these are the safe numbers. You can clown car an Aurora if you wish (we\u2019ve seen the videos) but the on-board life support systems are finely tuned to only support the maximum crew for extended durations, so expect your resources to be consumed faster than expected.\n\n\nManeuvering Stats\nIn the next article, we\u2019ll be discussing the changes to how we display thrusters in the matrix with greater depth, but for now the key information for how your ship handles can be found here. These values are the raw, unmodified speeds your ship can translate\/roll in each axis without using boost or afterburn. As such, these times are never exact and can be improved both by using the various speed functions of your ship, or in the future, by component performance tuning.\n\n\nThis article is intended as a brief introduction to the various information you\u2019ll find on the Technical Information tab of the ship matrix. As with most aspects of Star Citizen\u2019s continuing development, this information is reflective of the current design in ship stats, and may evolve further in the future.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Why are the SCM\/AFB set at certain values and restricted?\n\nA: In reality there is theoretically no set limit for speed in space, but we restrict this for two reasons in Star Citizen: gameplay and technical.\n\nThe SCM values are built around where we want each ship to perform from a design perspective and ensure that the ship can still do maneuvers as expected and within G-Force limits. The higher these SCM speeds are the harder it is for compelling combat to occur, with the majority of players doing little more than \u201cshooting at blips\u201d instead of having exciting, skill-based dogfighting where you can see your opponents.\n\nThis also factors into the Afterburn top speed limitation as well, as we strive to make each ship feel different and provide reasons to either customize your ship, or look for ship alternatives while avoiding that, \u201cbest ship at everything\u201d that can inhibit multi-faceted game design.\n\nQ: Can I still fly my ship Solo even though the Min Crew is listed as more than 1?\n\nA: Yes. While there is no hard and fast rule excluding the solo operation of all Large or Capital ships, some may find themselves at a significant disadvantage trying to perform specific actions in multi-crew ships without a crew, be that player or AI-based. Every ship in the game can be flown by a single player (even a Javelin) but your effectiveness in most scenarios will be limited to varying degrees. The minimum crew number provided is what we deem as a sensible skeleton crew option that allows the ship to be used effectively as intended while performing the role it was designed for.\n\nFor ships not implemented in the game, this is an estimate based on design intentions. As with all game development, these numbers can change after implementation, testing, and feedback.\n\nQ: How does Ship Size tie into Jump Point sizing?\n\nA: At present, while we focus building out the single Stanton System, the Ship Size value has no bearing on the Jump Point sizing you can find in the Starmap. While the game system determining which ships can use which jump points is still having its design finalized, we can offer that it is not expected that these \u201cship sizes\u201d will map 1:1 with \u201cjump point sizes.\u201d We are working on multiple methods to determine jump point traversal and will update everyone (and the ship matrix) in the future once this system is finalized, and we are in a position to confirm this.\n\nQ: Can I fit more cargo in my ship that the value suggested?\n\nA: Yes, but do not expect this to be penalty free. We will cover this topic in depth in a further post but the value given is the current maximum safe amount of cargo each ship can carry, any more will be at risk of damage during flight and other penalties.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo"},"links_count":10,"comment_count":88,"created_at":"2017-10-19T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-07 23:47:14","valid_relations":["images","links"],"prev_id":16171,"next_id":16174}}