{"data":{"id":16185,"title":"The Shipyard: Turrets","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16185-The-Shipyard-Turrets","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16185","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16185","channel":"Undefined","category":"Undefined","series":"Concept Ship Q&A","images":[{"id":5584,"name":"Turret-Battle-Copy.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/lkj9x01i6jdmvr\/source\/Turret-Battle-Copy.jpg","alt":"","size":2221649,"mime_type":"image\/jpeg","last_modified":"2020-05-14T17:33:06+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5584","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5584\/similar"},{"id":6456,"name":"Boom1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/js4h6jbu4fa4hr\/source\/Boom1.png","alt":"","size":1551374,"mime_type":"image\/png","last_modified":"2017-10-19T23:42:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6456","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6456\/similar"},{"id":6457,"name":"Boom2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9gn3wy5qpqw1rr\/source\/Boom2.png","alt":"","size":1699978,"mime_type":"image\/png","last_modified":"2017-10-19T23:42:40+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6457","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6457\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":25130,"name":"Shipyard.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wmpplo0g8caggr\/source\/Shipyard.png","alt":"","size":63421,"mime_type":"image\/png","last_modified":"2017-10-16T23:02:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130\/similar"},{"id":26776,"name":"Top-Light-Blue.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pqm85sh451j8jr\/source\/Top-Light-Blue.png","alt":"","size":949,"mime_type":"image\/png","last_modified":"2017-10-09T19:52:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776\/similar"},{"id":26779,"name":"Bottom-Line.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ez00a9axpk7gyr\/source\/Bottom-Line.png","alt":"","size":953,"mime_type":"image\/png","last_modified":"2017-10-09T19:53:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"},{"id":42313,"name":"Center-Bcg.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rk76xsup1z4ier\/source\/Center-Bcg.png","alt":"","size":0,"mime_type":"undefined","last_modified":"1970-01-01T00:00:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313\/similar"}],"images_count":26,"translations":{"en_EN":"Turrets in Bullet Points A Guide to the New Ship Matrix\nGreetings Citizens!\n\nFrom Weapons we move onto Turrets, the next logical step on our tour of the New Ship Matrix. You may have recently seen our discussion on Around the Verse about improving the overall Turret Experience, and we\u2019ve been hard at work on what we feel are significant improvements to their usability as part of ongoing advancements planned not just for Alpha 3.0, but beyond. In our next release, the way you control them is entirely refactored with better gyro-stabilization to help keep them on target, and hopefully giving you much more enjoyable and successful time when using them.\n\nTurrets can be found on ships of all sizes, from starters to capital ships, and the mounts they attach to can vary as dramatically in size as well. The largest found on some capital ships are as big as the smaller ships flying escort, wielding weapons capable of massive destruction. With this update to the New Ship Matrix, we now divide turrets in to two distinct categories: Manned and Remote. Both of these turret types support player, NPC or AI control via various methods detailed further below.\n\n\n\nAll Turrets\nTurrets can only be attached to turret hardpoints, they cannot go on weapon or ordnance hardpoints.\n\nTurrets themselves have multiple itempoints of their own for attaching armament to. These are traditionally weapon hardpoints, but some turrets can also have ordnance and utility hardpoints as well.\n\nTurrets can only be swapped out for the same type of turret, and all turrets are \u201chull locked.\u201d This means you can only swap a Manned Constellation Turret out for a different variant of a Manned Constellation Turret. You can not swap one out for a Manned Starfarer Turret, as example.\n\nRemote Turrets cannot be swapped for Manned Turrets, and vice versa due to hull requirements.\n\n- As they are now \u201chull locked\u201d turrets no longer have a size attributed to them. You can only swap out like for like. They no longer have a +2 to the sum size of the weapons calculation.\n\nManned Turrets\nThese turrets are controlled by a player or NPC acting as player within them, usually in a seat that moves from within the ship hull into the turret itself.\n\nAll manned turrets have a consistent entrance tube diameter which means that upon destruction\u2026 they become a viable breach point.\n\nRemote Turrets\nThese turrets are controlled from a station or seat elsewhere within the ship by a player or NPC acting as player. Their view is remotely sent back from the turret allowing them to control it and see what it sees while physically being elsewhere in the ship.\n\nRemote turrets have no physical path inside them for players to enter, so they\u2019re a great way for us to add defense on ships where space is a premium, but will often pack lower size weapons.\n\nAI vs NPC vs Point Defense Turrets\nAny turret can be controlled via an NPC acting as player, but AI or Autonomous Control is a separate function requiring a blade to be added to your computer item (formerly Avionics Module).\n\nFor each turret you wish to be AI controlled i.e. it engages and tracks independently of player or NPC input, you need to have a Blade equipped for that. Ships that come with these types of turrets either have these blades already installed or additional computer items to hold them in, as blade space is restricted. This is designed to force players into choosing between adding this feature or other blade features when customizing your ship.\n\nPoint Defense Turrets are simply AI controlled turrets with the computer and blades necessary, and with a specific weapon loadout intended to make them effective at neutralizing incoming fast threats like missiles or torpedoes. Any turret can be equipped with these particular weapons and computer blades. PDTs just come ready to go out of the box.\n\n\nThe Future of Turret Gameplay or: How We Want Turret Gameplay to Feel\n\nWe\u2019d like everyone who straps themselves into a turret to have a satisfying experience when doing so. To this end, we\u2019ve been making improvements on the most important aspect of turret gameplay \u2014 aiming at, and hitting, your intended targets. Controlling the orientation of the turrets has become more responsive and intuitive in Alpha 3.0, and the additional staggered fire mode means that you are able to scatter shots along a line of fire for better total accuracy at the cost of per-instance damage. We think being at the controls of such a powerful arsenal of weapons should be a visceral experience. Camera shake, g-force effects, articulated directional controls, and an improved UI in which crew members can identify important targets to each other are all being worked on and should come in future 3.x patches. When this continuing work is completed, having a crew member manning every turret should prove to be a formidable force, with each turret being capable of firing salvo after salvo at enemy targets with pinpoint accuracy. Gather a squad of teammates, fill those once-empty turret seats, and watch ships like the Retaliator become the flying fortress it was always meant to be. Beware, you pesky Aurora pirates!\n\n\n\n\n\n\n\n\n\n\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: What ships had \u201ctwin-link\u201d or two weapons on a single gimbal and are now converted to remote turrets?\n\nMustang Series (Chin Turret)\n\nHornet Series (Canard and Ball Turret)\n\nF8 (Rear Turret)\n\n85X (Belly Turret)\n\nUrsa Rover (Top Turret)\n\nReliant (Wing Turret)\n\nTerrapin (Nose Turret)\n\nRedeemer\n\nHull Series (Nose Turret)\n\nCaterpillar (Command Module Turret)\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":"Gesch\u00fctzt\u00fcrme in Aufz\u00e4hlungspunkten Ein Leitfaden f\u00fcr die neue Schiffsmatrix\nGr\u00fc\u00dfe B\u00fcrger!\n\nVon den Waffen geht es weiter zu den T\u00fcrmen, dem n\u00e4chsten logischen Schritt auf unserer Tour durch die New Ship Matrix. Sie haben vielleicht k\u00fcrzlich unsere Diskussion \u00fcber Around the Vers \u00fcber die Verbesserung der gesamten Turret Experience gesehen, und wir haben hart daran gearbeitet, was wir f\u00fcr eine signifikante Verbesserung ihrer Benutzerfreundlichkeit halten, als Teil der laufenden Verbesserungen, die nicht nur f\u00fcr Alpha 3.0, sondern dar\u00fcber hinaus geplant sind. In unserer n\u00e4chsten Version wird die Art und Weise, wie Sie sie kontrollieren, komplett \u00fcberarbeitet und mit einer besseren Kreiselstabilisierung versehen, um sie auf Kurs zu halten und Ihnen hoffentlich viel mehr Spa\u00df und erfolgreiche Zeit bei der Verwendung zu geben.\n\nT\u00fcrme sind auf Schiffen aller Gr\u00f6\u00dfen zu finden, vom Anlasser bis zum Gro\u00dfschiff, und die Reittiere, an denen sie befestigt sind, k\u00f6nnen ebenso stark variieren. Die gr\u00f6\u00dften, die auf einigen Gro\u00dfschiffen gefunden werden, sind so gro\u00df wie die kleineren Schiffe, die eine Eskorte fliegen und Waffen tragen, die zur massiven Zerst\u00f6rung f\u00e4hig sind.\n\nMit diesem Update der New Ship Matrix teilen wir die T\u00fcrme nun in zwei verschiedene Kategorien ein: Besetzt und abgelegen. Beide dieser Turmtypen unterst\u00fctzen die Steuerung von Spieler, NSC oder KI \u00fcber verschiedene, weiter unten beschriebene Methoden.\n\nAlle Gesch\u00fctzt\u00fcrme\nGesch\u00fctzt\u00fcrme k\u00f6nnen nur an Gesch\u00fctzt\u00fcrmen befestigt werden, sie k\u00f6nnen nicht auf Waffen- oder Gesch\u00fctzst\u00fctzpunkte gehen.\n\nDie T\u00fcrme selbst verf\u00fcgen \u00fcber mehrere eigene Itempoints, an denen die R\u00fcstung befestigt werden kann. Dies sind traditionell Waffenh\u00e4rtepunkte, aber einige Gesch\u00fctzt\u00fcrme k\u00f6nnen auch Kampfmittel und Gebrauchsh\u00e4rtepunkte haben.\n\nT\u00fcrme k\u00f6nnen nur gegen den gleichen Turmtyp ausgetauscht werden, und alle T\u00fcrme sind \"wannenverriegelt\". Das bedeutet, dass Sie einen Besatzungsturm nur gegen eine andere Variante eines Besatzungsturms austauschen k\u00f6nnen. Du kannst sie nicht gegen einen bemannten Sternenw\u00e4rmerturm eintauschen, wie zum Beispiel.\n\nFerngesteuerte Gesch\u00fctzt\u00fcrme k\u00f6nnen nicht gegen bemannte Gesch\u00fctzt\u00fcrme ausgetauscht werden und umgekehrt aufgrund der Anforderungen an die Wanne.\n\n- Da es sich nun um \"wannenverriegelte\" T\u00fcrme handelt, haben diese keine Gr\u00f6\u00dfe mehr. Du kannst nur so gegen so etwas austauschen. Sie haben nicht mehr ein +2 auf die Summengr\u00f6\u00dfe der Waffenberechnung.\n\nBemannte T\u00fcrme\nDiese T\u00fcrme werden von einem Spieler oder NSC gesteuert, der als Spieler in ihnen agiert, normalerweise auf einem Sitz, der sich von innerhalb der Schiffsh\u00fclle in den Turm selbst bewegt.\n\nAlle bemannten Gesch\u00fctzt\u00fcrme haben einen gleichbleibenden Durchmesser des Eintrittsrohres, was bedeutet, dass sie bei Zerst\u00f6rung.... zu einem tragf\u00e4higen Bruchpunkt werden.\n\nFerngesteuerte Gesch\u00fctzt\u00fcrme\nDiese T\u00fcrme werden von einer Station oder einem Sitz an anderer Stelle innerhalb des Schiffes von einem Spieler oder NSC gesteuert, der als Spieler fungiert. Ihre Sicht wird entfernt vom Turm zur\u00fcckgeschickt, so dass sie ihn kontrollieren und sehen k\u00f6nnen, was er sieht, w\u00e4hrend sie sich physisch an anderer Stelle im Schiff befinden.\n\nFerngesch\u00fctzt\u00fcrme haben keinen physischen Weg in sich, den die Spieler betreten k\u00f6nnen, also sind sie eine gute M\u00f6glichkeit f\u00fcr uns, die Verteidigung auf Schiffen hinzuzuf\u00fcgen, auf denen der Raum eine Pr\u00e4mie ist, aber oft kleinere Waffen packen werden.\n\nKI vs. NSC vs. Punkt Verteidigungsgesch\u00fctzt\u00fcrme\nJeder Turm kann \u00fcber einen NSC gesteuert werden, der als Spieler fungiert, aber KI oder Autonomous Control ist eine separate Funktion, bei der eine Klinge zu Ihrem Computer hinzugef\u00fcgt werden muss (fr\u00fcher Avionikmodul).\n\nF\u00fcr jeden Turm, den du kI-gesteuert haben m\u00f6chtest, d.h. er schaltet ein und Spuren unabh\u00e4ngig vom Spieler- oder NSC-Eingang, musst du einen Blade daf\u00fcr ausger\u00fcstet haben. Schiffe, die mit diesen Arten von T\u00fcrmen ausgestattet sind, haben entweder diese Klingen bereits installiert oder zus\u00e4tzliche Computergegenst\u00e4nde, um sie darin zu halten, da der Klingenraum begrenzt ist. Dies wurde entwickelt, um die Spieler zu zwingen, bei der Anpassung Ihres Schiffes zwischen diesem Feature und anderen Klingenfeatures zu w\u00e4hlen.\n\nPunktverteidigungst\u00fcrme sind einfach KI-gesteuerte Gesch\u00fctzt\u00fcrme mit dem notwendigen Computer und den dazugeh\u00f6rigen Bl\u00e4ttern und mit einer speziellen Waffenausladung, die sie effektiv machen sollen, um eingehende schnelle Bedrohungen wie Raketen oder Torpedos zu neutralisieren. Jeder Turm kann mit diesen speziellen Waffen und Computerklingen ausgestattet werden. PDTs sind gerade fertig, um sofort einsatzbereit zu sein.\n\n\nDie Zukunft des Turret Gameplay oder: Wie wir wollen, dass sich das Turret Gameplay anf\u00fchlt?\n\nWir m\u00f6chten, dass jeder, der sich in einen Turm schnallt, dabei eine befriedigende Erfahrung macht. Zu diesem Zweck haben wir den wichtigsten Aspekt des Turmgameplays verbessert - das Zielen und Schlagen Ihrer Ziele.\n\nDie Steuerung der Ausrichtung der Gesch\u00fctzt\u00fcrme ist in Alpha 3.0 reaktionsschneller und intuitiver geworden, und der zus\u00e4tzliche gestaffelte Feuermodus bedeutet, dass Sie in der Lage sind, Sch\u00fcsse entlang einer Schusslinie zu streuen, um eine bessere Gesamtgenauigkeit auf Kosten von Sch\u00e4den pro Instanz zu erreichen. Wir sind der Meinung, dass die Kontrolle \u00fcber ein so m\u00e4chtiges Arsenal von Waffen eine viszerale Erfahrung sein sollte.\n\nKameraersch\u00fctterung, g-force-Effekte, artikulierte Richtungssteuerungen und eine verbesserte Benutzeroberfl\u00e4che, in der die Besatzungsmitglieder wichtige Ziele zueinander identifizieren k\u00f6nnen, werden derzeit bearbeitet und sollten in zuk\u00fcnftigen 3.x-Patches enthalten sein.\n\nWenn diese fortlaufenden Arbeiten abgeschlossen sind, sollte sich die Besatzung jedes Turms durch ein Besatzungsmitglied als eine gewaltige Kraft erweisen, wobei jeder Turm in der Lage ist, Salve f\u00fcr Salve auf feindliche Ziele punktgenau abzufeuern.\n\nVersammeln Sie eine Gruppe von Teamkollegen, f\u00fcllen Sie die einst leeren Turmpl\u00e4tze und beobachten Sie, wie Schiffe wie der Vergelter zur fliegenden Festung werden, f\u00fcr die sie schon immer bestimmt war.\n\nPasst auf, ihr l\u00e4stigen Aurora-Piraten!\n\n\nH\u00e4ufig gestellte Fragen oder: Fragen, von denen wir dachten, dass du sie vielleicht hast.\n\nF: Welche Schiffe hatten \"Twin-Link\" oder zwei Waffen auf einem einzigen Kardanring und werden nun zu entfernten T\u00fcrmen umgebaut?\n\nMustang Serie (Kinnturm) Hornissen Serie (Kanaren- und Kugelturm) F8 (Hinterturm) 85X (Bauchturm) Ursa Rover (Oberturm) Reliant (Fl\u00fcgelturm) Schildkr\u00f6te (Nasenturm) Erl\u00f6serwannen Serie (Nasenturm) Caterpillar (Befehlsmodul Turm)\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":"Turrets in Bullet Points A Guide to the New Ship Matrix\nGreetings Citizens!\n\nFrom Weapons we move onto Turrets, the next logical step on our tour of the New Ship Matrix. You may have recently seen our discussion on Around the Verse about improving the overall Turret Experience, and we\u2019ve been hard at work on what we feel are significant improvements to their usability as part of ongoing advancements planned not just for Alpha 3.0, but beyond. In our next release, the way you control them is entirely refactored with better gyro-stabilization to help keep them on target, and hopefully giving you much more enjoyable and successful time when using them.\n\nTurrets can be found on ships of all sizes, from starters to capital ships, and the mounts they attach to can vary as dramatically in size as well. The largest found on some capital ships are as big as the smaller ships flying escort, wielding weapons capable of massive destruction. With this update to the New Ship Matrix, we now divide turrets in to two distinct categories: Manned and Remote. Both of these turret types support player, NPC or AI control via various methods detailed further below.\n\n\n\nAll Turrets\nTurrets can only be attached to turret hardpoints, they cannot go on weapon or ordnance hardpoints.\n\nTurrets themselves have multiple itempoints of their own for attaching armament to. These are traditionally weapon hardpoints, but some turrets can also have ordnance and utility hardpoints as well.\n\nTurrets can only be swapped out for the same type of turret, and all turrets are \u201chull locked.\u201d This means you can only swap a Manned Constellation Turret out for a different variant of a Manned Constellation Turret. You can not swap one out for a Manned Starfarer Turret, as example.\n\nRemote Turrets cannot be swapped for Manned Turrets, and vice versa due to hull requirements.\n\n- As they are now \u201chull locked\u201d turrets no longer have a size attributed to them. You can only swap out like for like. They no longer have a +2 to the sum size of the weapons calculation.\n\nManned Turrets\nThese turrets are controlled by a player or NPC acting as player within them, usually in a seat that moves from within the ship hull into the turret itself.\n\nAll manned turrets have a consistent entrance tube diameter which means that upon destruction\u2026 they become a viable breach point.\n\nRemote Turrets\nThese turrets are controlled from a station or seat elsewhere within the ship by a player or NPC acting as player. Their view is remotely sent back from the turret allowing them to control it and see what it sees while physically being elsewhere in the ship.\n\nRemote turrets have no physical path inside them for players to enter, so they\u2019re a great way for us to add defense on ships where space is a premium, but will often pack lower size weapons.\n\nAI vs NPC vs Point Defense Turrets\nAny turret can be controlled via an NPC acting as player, but AI or Autonomous Control is a separate function requiring a blade to be added to your computer item (formerly Avionics Module).\n\nFor each turret you wish to be AI controlled i.e. it engages and tracks independently of player or NPC input, you need to have a Blade equipped for that. Ships that come with these types of turrets either have these blades already installed or additional computer items to hold them in, as blade space is restricted. This is designed to force players into choosing between adding this feature or other blade features when customizing your ship.\n\nPoint Defense Turrets are simply AI controlled turrets with the computer and blades necessary, and with a specific weapon loadout intended to make them effective at neutralizing incoming fast threats like missiles or torpedoes. Any turret can be equipped with these particular weapons and computer blades. PDTs just come ready to go out of the box.\n\n\nThe Future of Turret Gameplay or: How We Want Turret Gameplay to Feel\n\nWe\u2019d like everyone who straps themselves into a turret to have a satisfying experience when doing so. To this end, we\u2019ve been making improvements on the most important aspect of turret gameplay \u2014 aiming at, and hitting, your intended targets. Controlling the orientation of the turrets has become more responsive and intuitive in Alpha 3.0, and the additional staggered fire mode means that you are able to scatter shots along a line of fire for better total accuracy at the cost of per-instance damage. We think being at the controls of such a powerful arsenal of weapons should be a visceral experience. Camera shake, g-force effects, articulated directional controls, and an improved UI in which crew members can identify important targets to each other are all being worked on and should come in future 3.x patches. When this continuing work is completed, having a crew member manning every turret should prove to be a formidable force, with each turret being capable of firing salvo after salvo at enemy targets with pinpoint accuracy. Gather a squad of teammates, fill those once-empty turret seats, and watch ships like the Retaliator become the flying fortress it was always meant to be. Beware, you pesky Aurora pirates!\n\n\n\n\n\n\n\n\n\n\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: What ships had \u201ctwin-link\u201d or two weapons on a single gimbal and are now converted to remote turrets?\n\nMustang Series (Chin Turret)\n\nHornet Series (Canard and Ball Turret)\n\nF8 (Rear Turret)\n\n85X (Belly Turret)\n\nUrsa Rover (Top Turret)\n\nReliant (Wing Turret)\n\nTerrapin (Nose Turret)\n\nRedeemer\n\nHull Series (Nose Turret)\n\nCaterpillar (Command Module Turret)\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":33,"created_at":"2017-10-22T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-07 23:46:14","valid_relations":["images","links"],"prev_id":16182,"next_id":16187}}