{"data":{"id":16193,"title":"The Shipyard: Other Ship Items","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16193-The-Shipyard-Other-Ship-Items","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16193","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16193","channel":"Undefined","category":"Undefined","series":"Concept Ship 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Ship Items A Guide to the New Ship Matrix\nGreetings Citizens!\n\nIn this article, we\u2019ll be discussing our final stops on the list of dedicated ship items displayed in the New Ship Matrix: Utility and Systems items. While it might be easy to dismiss these as being less impressive than the more flashy weapons, turrets and missiles, they are no less important to the overall operation of your spacecraft, and found far more commonly across all ships and vehicles in-game. We\u2019ve talked previously about the various sizes of ship items like Power Plants, Coolers and Shield Generators, and while much of that still holds true, there are some key updates we want everyone to be aware of beginning with this article.\n\nWe\u2019ll begin with Utility Hardpoints. Like those previously mentioned hardpoints they have some common elements:\n\nUtility hardpoints can only take utility items. No swapping them out for weapons or missiles.\n\nUtility items have a numerical size system that allows them to be swapped and mixed between ships.\n\nLike other hardpoints, some items usable here are bespoke to the ship and would therefore be non-swappable.\n\nFor some ships with utility hardpoints, you can swap out the utility items to change their functionality.\n\nWhile you can swap utility items out it may not always be as effective as simply using a dedicated ship designed for that cause. You could swap the Terrapin\u2019s Radar Dish out for a Mining Laser or Tractor beam to allow basic mining or salvage, but you have no discrete way of processing it. In a situation like this, you\u2019d likely need a second ship nearby to process things effectively.\n\nAllowing a certain level of interchangeability for groups of players to cobble together unique gameplay out of unexpected elements is something we look forward to, the idea that you\u2019ll show us what\u2019s truly possible in Star Citizen.\n\nAn interesting example here might be a small fleet of ships including an Orion, where the Orion is great for mining but is slow and ponderous to re-align, considering that it\u2019s tractor beam turrets that help guide rocks into its mining mechanism can still only do so much. In this situation, players with smaller ships equipping tractor beams would be able to help ferry more material either directly into the Orion or within reach of the Orion\u2019s beams to create a more efficient operation.\n\nThe remaining ship and vehicle items displayed on the ship matrix consist of the following items:\n\nPower Plants Coolers Shield Generators Fuel Intakes Radars Quantum Drives Jump Drives Computers (Formerly Avionics Motherboards or Modules) Fuel Tanks\n\nAside from Fuel Tanks, all of these items are swappable and to ensure balance, fall under one of 5 size categories:\n\nVehicle Small Medium Large Capital\n\nEach itemport is restricted to a single type and size, meaning you cannot put a Power Plant on a hardpoint that a Cooler occupies, nor can you swap two Small Shield Generators out for a Medium Shield Generator. The jump in output between each item type varies but it can roughly be considered to be a 3:1 ratio, as in 3 Small items give roughly the same output as one Medium.\n\n\nItem Grades\nEvery swappable item in the game is assigned a grade for ease of comparison, this should be your first port of call when deciding what items to buy and swap out as it gives you a simple scale to compare against. Additional details about the individual nature of an item with be visible in the purchase screen of any vendor, but for a place to start, we provide a simple letter grade.\n\nDifferent grades have different values to the items:\n\nA = The best possible performance, usually has an additinal Sub Item slot.\n\nB = A good upgrade to performance, may have an additional Sub item slot.\n\nC = The standard item for most ships be default, average performance.\n\nD = Lower grade, generally makes up the NPC\/AI populace, good for emergency use to get through troubles.\n\nMost ships come standard with default C grade components. SOme of the more exotic or specialized ships may come with Grade B equipment in default loadouts, which can often be seen reflected in their price. Of course, the reverse can also hold true where cheaper ships may come with D grade components by default. They\u2019ll still work fine and get you where you wanna go, but you\u2019ll want to consider upgrading them after a while.\n\n\nItem Classifications\nIn a future 3.x patch we plan to assign every ship and every item a component class. This means players will only be able to put an item of that class into a ship that can utilize it.\n\nMilitary \u2013 The best overall at that item\u2019s functionality, at the expense of emissions and cost.\n\nCivilian \u2013 The most common, wide range of behaviours to suit cost, options to approximate all other categories but not as specific.\n\nStealth \u2013 Vastly reduced signatures\/consumption at the expense of functionality.\n\nIndustrial \u2013 Reliably high output and low wear, high emissions.\n\nCompetition \u2013 Higher performing than military but at the expense of durability and stealth, performance over everything.\n\nAt present, no ship is restricted to a single class of item, with each having at least two classes and virtually all of them featuring Civilian as an option. While this system is still in development, the idea at it\u2019s core is to prevent players from making certain ships too powerful within respective areas. We still want there to be an enormous amount of customization available, but this system we\u2019re still developing would do things like limit the chances of finding a Military Spec 85X or a Stealth Herald simply due to people buying the best items of that type.\n\n\nSub Items\nSub-Items live inside components and provide a boost to the base effectiveness in a variety of ways. Currently, they are consumable parts that will wear out much quicker than their host items themselves. Without sub-items the base item still functions as normal, but will find a small boost in performance when sub-items are installed. It\u2019s recommended that players carry spares for longer trips as the need to swap these out over extended duration trips is likely. Not carrying spares (or not having the ability to carry spares) isn\u2019t an impediment to base functionality, but should be seen as a continued maintenance loop necessary to provide an improved-upon and highly proficient system.\n\nEach Sub Item fits in one of three categories, each boosting a different set of stats for that item:\n\nEfficiency improves the overall effectiveness of the main item by reducing power or improving cooling performance.\n\nProtection reduces the damage being dealt to the main item by absorbing different damage types or reducing wear rate and misfire chances.\n\nDetection inhibits emissions in various spectrum from the main item or provides resistance to scanning.\n\nSub Items can fit in many different items and are not restricted to a specific type of item, such as a Power Plant Sub Item.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Are Computer Blades Sub Items?\n\nA: No, they are their own stand alone item that adds or expands functionality rather than improving a baseline stat. While currently they can only be added to Computer items that may not be the only place for them in the future.\n\nQ: I\u2019m worried about the restrictions of classes on ships and items, will it mean my ship gets nerfed?\n\nA: We\u2019re still in the design phase of this system and therefore still working on all the edge cases we have internally. For 3.0 the default loadouts for the ships actually are the correct grades\/classes that they are planned to be so the performance of those ships should change and there will be many upgrade paths even with the class restriction. We\u2019ll provide more information on the class restriction system when we have more concrete information to share.\n\nQ: Are there other items that I can swap out on my ship?\n\nA: Absolutely, the list here is just the items that are on the ship matrix and we have many more in planning or in-game such as Scanners, Batteries and Armor.\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":"Andere Schiffsteile Ein Leitfaden f\u00fcr die neue Schiffsmatrix\nGr\u00fc\u00dfe B\u00fcrger!\n\nIn diesem Artikel werden wir unsere letzten Stationen auf der Liste der speziellen Schiffsartikel diskutieren, die in der New Ship Matrix angezeigt werden: Versorgungsg\u00fcter und Systemelemente. Es mag zwar leicht sein, diese als weniger beeindruckend abzutun als die auff\u00e4lligeren Waffen, T\u00fcrme und Raketen, aber sie sind nicht weniger wichtig f\u00fcr den Gesamtbetrieb Ihrer Raumsonde und werden viel h\u00e4ufiger auf allen Schiffen und Fahrzeugen im Spiel gefunden. Wir haben bereits \u00fcber die verschiedenen Gr\u00f6\u00dfen von Schiffselementen wie Kraftwerke, K\u00fchler und Schildgeneratoren gesprochen, und obwohl vieles davon immer noch zutrifft, gibt es einige wichtige Updates, von denen wir m\u00f6chten, dass jeder davon Kenntnis hat, beginnend mit diesem Artikel.\n\nWir beginnen mit Utility Hardpoints. Wie die bereits erw\u00e4hnten Hardpoints haben sie einige gemeinsame Elemente:\n\nUtility-Hardpoints k\u00f6nnen nur Utility-Items aufnehmen. Kein Tausch gegen Waffen oder Raketen.\n\nVersorgungsg\u00fcter haben ein numerisches Gr\u00f6\u00dfensystem, das es erm\u00f6glicht, sie zwischen Schiffen auszutauschen und zu mischen.\n\nWie andere Hardpoints sind auch hier einige Gegenst\u00e4nde, die hier verwendet werden k\u00f6nnen, auf das Schiff zugeschnitten und w\u00e4ren daher nicht austauschbar.\n\nBei einigen Schiffen mit Utility-Hardpunkten k\u00f6nnen Sie die Utility-Elemente auslagern, um ihre Funktionalit\u00e4t zu \u00e4ndern.\n\nW\u00e4hrend Sie Gebrauchsgegenst\u00e4nde austauschen k\u00f6nnen, ist es nicht immer so effektiv, wie die Verwendung eines speziellen Schiffes, das f\u00fcr diese Aufgabe entwickelt wurde. Sie k\u00f6nnten die Radarsch\u00fcssel der Schildkr\u00f6te gegen einen Mining-Laser oder Traktorstrahl austauschen, um einen einfachen Abbau oder eine Bergung zu erm\u00f6glichen, aber Sie haben keine diskrete M\u00f6glichkeit, sie zu verarbeiten. In einer solchen Situation ben\u00f6tigen Sie wahrscheinlich ein zweites Schiff in der N\u00e4he, um die Dinge effektiv zu verarbeiten.\n\nEin gewisses Ma\u00df an Austauschbarkeit f\u00fcr Gruppen von Spielern zu erm\u00f6glichen, um aus unerwarteten Elementen ein einzigartiges Gameplay zusammenzusetzen, ist etwas, worauf wir uns freuen, die Idee, dass Sie uns zeigen werden, was in Star Citizen wirklich m\u00f6glich ist.\n\nEin interessantes Beispiel daf\u00fcr k\u00f6nnte eine kleine Flotte von Schiffen sein, darunter eine Orion, bei der die Orion zwar gro\u00dfartig f\u00fcr den Bergbau ist, aber langsam und schwerf\u00e4llig neu auszurichten ist, wenn man bedenkt, dass ihre Traktortr\u00e4gert\u00fcrme, die helfen, Steine in ihren Bergbaumechanismus zu leiten, immer noch nur so viel bewirken k\u00f6nnen. In dieser Situation k\u00f6nnten Spieler mit kleineren Schiffen, die Traktortr\u00e4ger ausstatten, helfen, mehr Material entweder direkt in den Orion oder in Reichweite der Orion-Tr\u00e4ger zu bef\u00f6rdern, um einen effizienteren Betrieb zu gew\u00e4hrleisten.\n\nDie restlichen Schiffs- und Fahrzeugpositionen, die in der Schiffsmatrix angezeigt werden, bestehen aus den folgenden Positionen:\n\nKraftwerke\nK\u00fchler\nSchildgeneratoren\nKraftstoffeinl\u00e4sse\nRadarger\u00e4te\nQuantenantriebe\nSprungantriebe\nComputer (ehemals Avionik-Motherboards oder -Module)\nKraftstofftanks\n\nAbgesehen von den Kraftstofftanks sind alle diese Gegenst\u00e4nde austauschbar und fallen zur Gew\u00e4hrleistung des Gleichgewichts in eine von 5 Gr\u00f6\u00dfenklassen:\n\nFahrzeug\nKlein\nMittel\nGro\u00df\nKapital\n\nJeder Itemport ist auf einen einzigen Typ und eine einzige Gr\u00f6\u00dfe beschr\u00e4nkt, was bedeutet, dass Sie ein Kraftwerk nicht auf einen harten Punkt setzen k\u00f6nnen, den ein K\u00fchler belegt, noch k\u00f6nnen Sie zwei kleine Schildgeneratoren gegen einen mittleren Schildgenerator austauschen. Der Sprung in der Ausgabe zwischen den einzelnen Artikeltypen variiert, kann aber grob als ein Verh\u00e4ltnis von 3:1 betrachtet werden, da bei 3 kleinen Artikeln ungef\u00e4hr die gleiche Ausgabe wie bei einem Medium erzielt wird.\n\n\nArtikelqualit\u00e4ten\nJeder austauschbare Gegenstand im Spiel erh\u00e4lt eine Note, die den Vergleich erleichtert. Dies sollte Ihre erste Anlaufstelle sein, wenn es darum geht, zu entscheiden, welche Gegenst\u00e4nde gekauft und ausgetauscht werden sollen, da es Ihnen eine einfache Skala zum Vergleich bietet. Zus\u00e4tzliche Details \u00fcber die individuelle Beschaffenheit eines Artikels sind auf dem Einkaufsbild eines beliebigen Anbieters sichtbar, aber f\u00fcr den Anfang bieten wir eine einfache Buchstabennote an.\n\nVerschiedene Qualit\u00e4ten haben unterschiedliche Werte f\u00fcr die Artikel:\n\nA = Die bestm\u00f6gliche Leistung, hat in der Regel einen zus\u00e4tzlichen Sub Item Slot.\n\nB = Ein gutes Upgrade der Leistung, kann einen zus\u00e4tzlichen Sub Item Slot haben.\n\nC = Der Standardartikel f\u00fcr die meisten Schiffe ist Standard, durchschnittliche Leistung.\n\nD = Unterstufe, bildet in der Regel die NPC\/AI-Population, gut f\u00fcr den Notfallgebrauch, um durch Schwierigkeiten zu kommen.\n\nDie meisten Schiffe sind standardm\u00e4\u00dfig mit Standard-C-Komponenten ausgestattet. SOme der exotischeren oder spezialisierteren Schiffe k\u00f6nnen mit Grad B Ausr\u00fcstung in Standard-Auslastungen kommen, was sich oft in ihrem Preis widerspiegelt. Nat\u00fcrlich kann das Gegenteil auch der Fall sein, wenn billigere Schiffe standardm\u00e4\u00dfig mit D-Komponenten ausgestattet sind. Sie werden immer noch gut funktionieren und dich dorthin bringen, wo du hin willst, aber du wirst in Betracht ziehen wollen, sie nach einer Weile zu aktualisieren.\n\n\nItem-Klassifikationen\nIn einem zuk\u00fcnftigen 3.x-Patch planen wir, jedem Schiff und jedem Artikel eine Komponentenklasse zuzuordnen. Das bedeutet, dass Spieler nur einen Gegenstand dieser Klasse in ein Schiff legen k\u00f6nnen, das ihn benutzen kann.\n\nMilit\u00e4r - Das beste Gesamtergebnis bei der Funktionalit\u00e4t dieses Artikels, auf Kosten der Emissionen und Kosten.\n\nZivil - Die gebr\u00e4uchlichste, breiteste Palette von Verhaltensweisen nach Aufwand, Optionen zur Ann\u00e4herung an alle anderen Kategorien, aber nicht so spezifisch.\n\nVerstohlenheit - Stark reduzierte Signaturen\/Verbr\u00e4uche auf Kosten der Funktionalit\u00e4t.\n\nIndustrie - Zuverl\u00e4ssige hohe Leistung und geringer Verschlei\u00df, hohe Emissionen.\n\nWettbewerb - H\u00f6here Leistung als beim Milit\u00e4r, aber auf Kosten von Haltbarkeit und Tarnung, Leistung \u00fcber alles.\n\nDerzeit ist kein Schiff auf eine einzige Klasse von Gegenst\u00e4nden beschr\u00e4nkt, wobei jede mindestens zwei Klassen hat und praktisch alle davon optional zivil sind. W\u00e4hrend sich dieses System noch in der Entwicklung befindet, geht es im Kern darum zu verhindern, dass Spieler bestimmte Schiffe in den jeweiligen Bereichen zu stark machen. Wir wollen immer noch, dass es eine enorme Menge an Anpassungsm\u00f6glichkeiten gibt, aber dieses System, das wir immer noch entwickeln, w\u00fcrde Dinge wie die Beschr\u00e4nkung der Chancen, eine Military Spec 85X oder einen Stealth Herald zu finden, nur weil die Leute die besten Gegenst\u00e4nde dieses Typs kaufen.\n\n\nUnterpositionen\nSub-Items leben in Komponenten und erh\u00f6hen die Basiswirkung auf vielf\u00e4ltige Weise. Derzeit handelt es sich um Verbrauchsteile, die viel schneller verschlei\u00dfen als ihre Host-Artikel selbst. Ohne Unterpositionen funktioniert das Basisitem weiterhin wie gewohnt, wird aber bei der Installation von Unteritems einen kleinen Performancegewinn erzielen. Es wird empfohlen, dass Spieler Ersatzteile f\u00fcr l\u00e4ngere Reisen mit sich f\u00fchren, da die Notwendigkeit, diese \u00fcber l\u00e4ngere Zeitr\u00e4ume hinweg auszutauschen, wahrscheinlich ist. Das Fehlen von Ersatzteilen (oder die fehlende F\u00e4higkeit, Ersatzteile zu transportieren) ist kein Hindernis f\u00fcr die Grundfunktionalit\u00e4t, sondern sollte als eine kontinuierliche Wartungsschleife angesehen werden, die notwendig ist, um ein verbessertes und hoch qualifiziertes System bereitzustellen.\n\nJeder Unterpunkt passt in eine von drei Kategorien, die jeweils einen anderen Satz von Statistiken f\u00fcr diesen Punkt erh\u00f6hen:\n\nDie Effizienz verbessert die Gesamteffizienz des Hauptelements, indem sie die Leistung reduziert oder die K\u00fchlleistung verbessert.\n\nDer Schutz reduziert den Schaden am Hauptgegenstand, indem er verschiedene Schadenstypen absorbiert oder die Verschlei\u00dfrate und die Wahrscheinlichkeit von Fehlz\u00fcndungen reduziert.\n\nDie Erkennung hemmt Emissionen in verschiedenen Spektren vom Hauptelement oder bietet Widerstand gegen das Scannen.\n\nUnterpositionen k\u00f6nnen in viele verschiedene Positionen passen und sind nicht auf eine bestimmte Art von Elementen beschr\u00e4nkt, wie z.B. ein Unterpunkt Kraftwerk.\n\n\nH\u00e4ufig gestellte Fragen oder: Fragen, von denen wir dachten, dass du sie vielleicht hast.\n\nF: Sind Computerklingen Unterelemente?\n\nA: Nein, sie sind ihr eigenes eigenst\u00e4ndiges Element, das Funktionalit\u00e4t hinzuf\u00fcgt oder erweitert, anstatt eine Basis-Statistik zu verbessern. W\u00e4hrend sie derzeit nur zu Computergegenst\u00e4nden hinzugef\u00fcgt werden k\u00f6nnen, die m\u00f6glicherweise nicht der einzige Ort f\u00fcr sie in der Zukunft sind.\n\nF: Ich mache mir Sorgen um die Beschr\u00e4nkungen der Klassen f\u00fcr Schiffe und Gegenst\u00e4nde, wird das bedeuten, dass mein Schiff nerfed wird?\n\nA: Wir befinden uns noch in der Designphase dieses Systems und arbeiten daher noch an allen Kantengeh\u00e4usen, die wir intern haben. F\u00fcr 3.0 sind die Standardauslastungen f\u00fcr die Schiffe tats\u00e4chlich die richtigen Qualit\u00e4ten\/Klassen, die sie sein sollen, so dass sich die Leistung dieser Schiffe \u00e4ndern sollte und es wird viele Upgrade-Pfade geben, selbst mit der Klassenbeschr\u00e4nkung. Wir werden weitere Informationen \u00fcber das Klassenbeschr\u00e4nkungssystem zur Verf\u00fcgung stellen, wenn wir konkretere Informationen zu teilen haben.\n\nF: Gibt es noch andere Gegenst\u00e4nde, die ich auf meinem Schiff austauschen kann?\n\nA: Absolut, die Liste hier ist nur die Elemente, die sich auf der Schiffsmatrix befinden, und wir haben noch viel mehr in Planung oder im Spiel, wie Scanner, Batterien und R\u00fcstungen.\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":"Other Ship Items A Guide to the New Ship Matrix\nGreetings Citizens!\n\nIn this article, we\u2019ll be discussing our final stops on the list of dedicated ship items displayed in the New Ship Matrix: Utility and Systems items. While it might be easy to dismiss these as being less impressive than the more flashy weapons, turrets and missiles, they are no less important to the overall operation of your spacecraft, and found far more commonly across all ships and vehicles in-game. We\u2019ve talked previously about the various sizes of ship items like Power Plants, Coolers and Shield Generators, and while much of that still holds true, there are some key updates we want everyone to be aware of beginning with this article.\n\nWe\u2019ll begin with Utility Hardpoints. Like those previously mentioned hardpoints they have some common elements:\n\nUtility hardpoints can only take utility items. No swapping them out for weapons or missiles.\n\nUtility items have a numerical size system that allows them to be swapped and mixed between ships.\n\nLike other hardpoints, some items usable here are bespoke to the ship and would therefore be non-swappable.\n\nFor some ships with utility hardpoints, you can swap out the utility items to change their functionality.\n\nWhile you can swap utility items out it may not always be as effective as simply using a dedicated ship designed for that cause. You could swap the Terrapin\u2019s Radar Dish out for a Mining Laser or Tractor beam to allow basic mining or salvage, but you have no discrete way of processing it. In a situation like this, you\u2019d likely need a second ship nearby to process things effectively.\n\nAllowing a certain level of interchangeability for groups of players to cobble together unique gameplay out of unexpected elements is something we look forward to, the idea that you\u2019ll show us what\u2019s truly possible in Star Citizen.\n\nAn interesting example here might be a small fleet of ships including an Orion, where the Orion is great for mining but is slow and ponderous to re-align, considering that it\u2019s tractor beam turrets that help guide rocks into its mining mechanism can still only do so much. In this situation, players with smaller ships equipping tractor beams would be able to help ferry more material either directly into the Orion or within reach of the Orion\u2019s beams to create a more efficient operation.\n\nThe remaining ship and vehicle items displayed on the ship matrix consist of the following items:\n\nPower Plants Coolers Shield Generators Fuel Intakes Radars Quantum Drives Jump Drives Computers (Formerly Avionics Motherboards or Modules) Fuel Tanks\n\nAside from Fuel Tanks, all of these items are swappable and to ensure balance, fall under one of 5 size categories:\n\nVehicle Small Medium Large Capital\n\nEach itemport is restricted to a single type and size, meaning you cannot put a Power Plant on a hardpoint that a Cooler occupies, nor can you swap two Small Shield Generators out for a Medium Shield Generator. The jump in output between each item type varies but it can roughly be considered to be a 3:1 ratio, as in 3 Small items give roughly the same output as one Medium.\n\n\nItem Grades\nEvery swappable item in the game is assigned a grade for ease of comparison, this should be your first port of call when deciding what items to buy and swap out as it gives you a simple scale to compare against. Additional details about the individual nature of an item with be visible in the purchase screen of any vendor, but for a place to start, we provide a simple letter grade.\n\nDifferent grades have different values to the items:\n\nA = The best possible performance, usually has an additinal Sub Item slot.\n\nB = A good upgrade to performance, may have an additional Sub item slot.\n\nC = The standard item for most ships be default, average performance.\n\nD = Lower grade, generally makes up the NPC\/AI populace, good for emergency use to get through troubles.\n\nMost ships come standard with default C grade components. SOme of the more exotic or specialized ships may come with Grade B equipment in default loadouts, which can often be seen reflected in their price. Of course, the reverse can also hold true where cheaper ships may come with D grade components by default. They\u2019ll still work fine and get you where you wanna go, but you\u2019ll want to consider upgrading them after a while.\n\n\nItem Classifications\nIn a future 3.x patch we plan to assign every ship and every item a component class. This means players will only be able to put an item of that class into a ship that can utilize it.\n\nMilitary \u2013 The best overall at that item\u2019s functionality, at the expense of emissions and cost.\n\nCivilian \u2013 The most common, wide range of behaviours to suit cost, options to approximate all other categories but not as specific.\n\nStealth \u2013 Vastly reduced signatures\/consumption at the expense of functionality.\n\nIndustrial \u2013 Reliably high output and low wear, high emissions.\n\nCompetition \u2013 Higher performing than military but at the expense of durability and stealth, performance over everything.\n\nAt present, no ship is restricted to a single class of item, with each having at least two classes and virtually all of them featuring Civilian as an option. While this system is still in development, the idea at it\u2019s core is to prevent players from making certain ships too powerful within respective areas. We still want there to be an enormous amount of customization available, but this system we\u2019re still developing would do things like limit the chances of finding a Military Spec 85X or a Stealth Herald simply due to people buying the best items of that type.\n\n\nSub Items\nSub-Items live inside components and provide a boost to the base effectiveness in a variety of ways. Currently, they are consumable parts that will wear out much quicker than their host items themselves. Without sub-items the base item still functions as normal, but will find a small boost in performance when sub-items are installed. It\u2019s recommended that players carry spares for longer trips as the need to swap these out over extended duration trips is likely. Not carrying spares (or not having the ability to carry spares) isn\u2019t an impediment to base functionality, but should be seen as a continued maintenance loop necessary to provide an improved-upon and highly proficient system.\n\nEach Sub Item fits in one of three categories, each boosting a different set of stats for that item:\n\nEfficiency improves the overall effectiveness of the main item by reducing power or improving cooling performance.\n\nProtection reduces the damage being dealt to the main item by absorbing different damage types or reducing wear rate and misfire chances.\n\nDetection inhibits emissions in various spectrum from the main item or provides resistance to scanning.\n\nSub Items can fit in many different items and are not restricted to a specific type of item, such as a Power Plant Sub Item.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Are Computer Blades Sub Items?\n\nA: No, they are their own stand alone item that adds or expands functionality rather than improving a baseline stat. While currently they can only be added to Computer items that may not be the only place for them in the future.\n\nQ: I\u2019m worried about the restrictions of classes on ships and items, will it mean my ship gets nerfed?\n\nA: We\u2019re still in the design phase of this system and therefore still working on all the edge cases we have internally. For 3.0 the default loadouts for the ships actually are the correct grades\/classes that they are planned to be so the performance of those ships should change and there will be many upgrade paths even with the class restriction. We\u2019ll provide more information on the class restriction system when we have more concrete information to share.\n\nQ: Are there other items that I can swap out on my ship?\n\nA: Absolutely, the list here is just the items that are on the ship matrix and we have many more in planning or in-game such as Scanners, Batteries and Armor.\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":150,"created_at":"2017-10-24T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-04-25 06:42:19","valid_relations":["images","links","translations"],"prev_id":16192,"next_id":16195}}