飞船组件:修订间差异

来自星际公民中文百科
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(RocketF移动页面飞船组件飞船组件:汉化)
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{{For|组件清单|:Category:Ship Components}}
{{For|a list of all ship components|:Category:Ship Components}}
{{Cleanup|outdated information, need more polish as a top-level portal page}}
{{Cleanup|outdated information, need more polish as a top-level portal page}}
[[File:Hasgaha-Reliant_over_Cellin.png|thumb|right|Main Thruster on the [[Reliant]]]]
[[File:Hasgaha-Reliant_over_Cellin.png|thumb|right|Main Thruster on the [[Reliant]]]]
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====主推进器====
====主推进器====


=====Main {M}=====
=====主推进器{M}=====
The primary thrusters on the ship that are responsible for making it go forwards, these are the most important ones on traditionally constructed ships and provide the bulk of forward momentum.<ref name="ReferenceD" />
飞船上负责使其前进的主要推进器,这些是传统建造的飞船上最重要的推进器,提供大部分的前进动力。<ref name="ReferenceD" />


=====Retro {R}=====
=====制动推进器{R}=====
Having moved from the maneuvering section of the old matrix these are now counted in the Main Thruster category as they are a critical thruster set on the ship. There is little point having the biggest thruster around if you cant stop in time! Generally found in pairs some ships may have more or less depending on their roles and having a damage one can cause serious issues when trying to stop.<ref name="ReferenceD" />
这些推进器从旧的机动部分移到了主推进器类别中,因为它们是飞船上的一个关键推进器组。如果你不能及时停下来,那么即使拥有最大的推进器也是没有意义的。一般和主推进器是成对出现的,有些船可能会有更多或更少的推进器,这取决于它们的作用,如果推进器出现损坏,在试图刹车时可能会导致严重的问题。<ref name="ReferenceD" />


=====VTOL {V}=====
=====VTOL推进器{V}=====
These thrusters provide lift in the Z+ axis and can either be fixed in one position to provide continuous upward thrust or can pivot when needed to provide that thrust. Cargo or particularly ships tend to have fixed VTOL thrusters on the underside if they are required to enter/exit planets or moons with gravity to aid them in leaving the atmosphere and to also slow their decent. If a ship does not have any dedicated VTOL thrusters it is not the end of the world, it just requires more forethought under those circumstances mentioned before.<ref name="ReferenceD" />
这些推进器在Z+轴上提供升力,并且可以固定在一个位置,以提供持续的向上推力,或者在需要时可以旋转以提供前进的推力。货船或特别的船只往往在底部有固定的VTOL推进器,以帮助飞船进入/离开有重力的行星或卫星,离开大气层,并减缓它们的速度。如果一艘飞船没有任何专用的VTOL推进器,这并不是什么可怕的事情,只是在前面提到的那些情况下需要更多的推力。<ref name="ReferenceD" />


==== Maneuvering Thrusters====
==== 姿态推进器====


=====Fixed {F} =====
=====固定姿态推进器{F} =====
Fixed Maneuvering thrusters provide instant thrust output as they do not need to align to the desired vector first, this gives a quicker response leading to more agility. The downside is you need to have more of them, a minimum of 12 on a ship to provide the ability to move in any direction with 6DOF.<ref name="ReferenceD" />
固定姿态推进器提供了即时的推力输出,因为它们不需要首先对准所需的矢量,这就提供了更快的反应速度,从而带来更多的灵活性。缺点是你需要有更多的推进器,一艘船至少要有12个固定姿态推进器,才能提供6个自由度任何方向的移动能力。<ref name="ReferenceD" />


=====Gimbal {G}=====
=====可动姿态推进器{G}=====
Gimbal Maneuvering thrusters provide thrust on one or more axis as they pivot or rotate to align themselves to the desired vector before providing thrust. This allows less thrusters to be needed but at the cost of a slower response rate and a small amount of power required to move them into position, making them vulnerable to power management problems.<ref name="ReferenceD" />
可动姿态推进器在一个或多个轴上提供推力之前,先进行旋转,使自己与所需的矢量对齐。这使得所需的推进器较少,但代价是反应速度较慢,而且将它们移到位置所需的功率较小,使它们容易出现电源管理问题。<ref name="ReferenceD" />




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=== Systems ===
=== 系统 ===


==== Power Plants ====
==== 发电机 ====
The [[:Category:Power plants|power plant]] is the main source of energy for the ship. Its power depends on its size, its model and the type of technology used.
[[:Category:Power plants|power plant]]是飞船的主要能量来源。它的功率取决于它的大小、型号和使用的技术类型。


====Coolers====
====散热器====
[[Coolers]] are a necessary piece of [[equipment]] used on all [[Ships]] in the [[Star Citizen]] Universe. Their purpose is to keep the [[Quantum Drives]] from overheating during intermediate and long distance use.
[[Coolers]][[Star Citizen]]宇宙所有的[[Ships]]上使用的必要设备。它们的目的是为了防止[[Quantum Drives]]在中长距离使用时过热。


When [[Quantum Drives]] are engaged they produce extraordinary high temperatures. Farther destinations require the [[Quantum Drives]] to be engaged for longer periods of time. The standard equipment Coolers that come with most [[Ships]] provide insufficient cooling capacity for medium and long distance Quantum travel resulting in overheating.  When the [[Quantum Drives]] overheat a cool down period is required upon exiting Quantum travel before you can use them again. Waiting for your [[Quantum Drives]] to cool down could be potentially catastrophic if you exited Quantum travel among or near hostile characters.
[[Quantum Drives]]启动时,它们会产生非常高的温度。更远的目的地需要[[Quantum Drives]]在更长的时间内启动。大多数[[Ship]]的标准设备冷却器为中长距离的量子旅行提供的冷却能力不足,容易导致过热。 当[[Quantum Drives]]过热时,会退出量子旅行时并进入冷却期,然后才能再次使用它们。如果你在敌对目标附近退出量子旅行,等待你的[[Quantum Drives]]冷却可能是潜在的灾难。


Purchasing more advanced Coolers (more advanced than the stock Coolers with which most ships are equipped) at [[Dumper's Depot]], and equipping your ship with them is a solution to shorten or eliminate the cool down period after medium to long distance Quantum travels.
[[Dumper's Depot]]购买更高级的冷却器(比大多数飞船配备的库存冷却器更高级),并为你的飞船配备这些冷却器,是缩短或消除中长距离量子旅行后的冷却期的一个解决方案。


====Shield Generators====
====护盾生成器====


==== Batteries ====
==== 电池 ====
Batteries are a component that most ships will feature. Specifically, these function like real world batteries and can be charged up and used whilst the power plant is offline for both redundancy and lower signature performance.<ref>{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/engineering/17414-Q-A-CRUSADER-ARES|text=Q&A: Crusader ARES|accessdate=}}</ref>
电池是大多数飞船都会有的一个组件。具体来说,这些电池的功能就像现实世界的电池一样,可以在发电厂离线的情况下充电使用。<ref>{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/engineering/17414-Q-A-CRUSADER-ARES|text=Q&A: Crusader ARES|accessdate=}}</ref>


====Armor====
====装甲====




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===Weapons===
===武器===


==== Ship Weapons====
==== 飞船武器====
Pilot controlled weapons can be attached to the ship by either a fixed mount or a gimbal weapon mount
飞行员控制的武器可以通过固定支架或万向节武器支架安装到飞船上


===== Gimbal Weapon Mounts=====
===== 万向节武器支架=====
As an alternative to attaching the maximum sized weapon to your itemport, you may choose to use a Gimbal Mount. Gimbals allow players to attach a smaller sized weapon that will enable the user to line their shots up with more ease than a fixed on its own. The Gimbal Mount must be the same size as the hardpoint, but can only support a weapon at least one size smaller due to the space it occupies.<ref name="ReferenceB">{{Cite RSI|url=comm-link/engineering/16190-The-Shipyard-Ordnance-Hardpoints|text=The Shipyard: Ordnance Hardpoints}}</ref>
作为将最大尺寸的武器安装到你的支架的替代方案,你可以选择使用万向节支架。万向节支架允许玩家安装一个小一级的武器,这将使用户能够比单独的固定武器更容易地瞄准和射击。万向节支架必须与固定支架的尺寸相同,但由于其占用的空间,只能支持至少小一号的武器。<ref name="ReferenceB">{{Cite RSI|url=comm-link/engineering/16190-The-Shipyard-Ordnance-Hardpoints|text=The Shipyard: Ordnance Hardpoints}}</ref>


====Turrets====
====炮塔====
Turrets 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.
炮塔可以在各种尺寸的舰船上找到,从小型飞船到旗舰,它们所连接的支架在尺寸上也可以有很大的不同。在一些旗舰上发现的最大的炮塔和护航的小船一样大,使用的武器能够造成巨大的破坏。


Turrets are now divided into two distinct categories: Manned and Remote. Both of these turret types support player, NPC or AI control via various methods detailed further below:<ref name="ReferenceE">{{Cite RSI|url=comm-link/engineering/16185-The-Shipyard-Turrets|text=The Shipyard: Turrets}}</ref>
炮塔现在被分为两个不同的类别。载人和远程。这两种炮塔类型都支持玩家、NPC或AI通过各种方法进行控制,详情见下文。<ref name="ReferenceE">{{Cite RSI|url=comm-link/engineering/16185-The-Shipyard-Turrets|text=The Shipyard: Turrets}}</ref>


=====All Turrets=====
=====所有炮塔=====
*Turrets can only be attached to turret hardpoints, they cannot go on weapon or ordnance hardpoints.
*炮塔只能挂在炮塔支架上,不能挂在武器或弹药支架上。
* Turrets 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.
*炮塔本身也有多个支架,用于安装武器装备。这些都是传统的武器支架,但有些炮塔也可以有军械和实用支架。
* Turrets can only be swapped out for the same type of turret, and all turrets are "hull locked." 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.
*炮塔只能换成相同类型的炮塔,而且所有的炮塔都是 "船体锁定"。这意味着你只能将载人炮塔换成载人炮塔的不同变体。
*Remote Turrets cannot be swapped for Manned Turrets, and vice versa due to hull requirements.
*由于船体要求,远程炮塔不能换成载人炮塔,反之亦然。
*As they are now "hull locked" 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.<ref name="ReferenceE" />
*由于它们现在是 "船体锁定 "的,炮塔不再有一个归属的尺寸。你只能用相同的东西来更换。他们不再有+2的武器计算总大小。<ref name="ReferenceE" />


=====Manned Turrets=====
=====载人炮塔=====


*These 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.
*这些炮塔是由玩家或NPC作为玩家在其中控制的,通常是在一个从船体内移动到炮塔本身的座位上。
*All manned turrets have a consistent entrance tube diameter which means that upon destruction… they become a viable breach point.<ref name="ReferenceE" />
*所有的载人炮塔都有一个一致的入口管直径,这意味着在摧毁后......它们会成为一个可行的突破点。<ref name="ReferenceE" />


===== Remote Turrets=====
=====遥控炮塔=====


* These 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.
*这些炮塔是由玩家或作为玩家的NPC在船上其他地方的控制台或座位上控制的。他们的视线从炮塔上远程传回,允许他们控制炮塔并看到它所看到的东西,而人物是在船的其他地方。
*Remote turrets have no physical path inside them for players to enter, so they're a great way to add defense on ships where space is a premium, but will often pack lower size weapons.<ref name="ReferenceE" />
*远程炮塔内部没有物理路径供玩家进入,所以它们是在空间有限的情况下增加防御的好方法,但往往会装上尺寸较低的武器。<ref name="ReferenceE" />


====Missiles====
====导弹====


=====Missile Racks=====
=====导弹架=====
Missile racks are attached first to ordnance hardpoints, with the missiles or torpedoes attaching to them, not unlike a gimbal mount. These missile racks have sizes similar to weapons and there are multiple missile rack options per hardpoint size with adjustments to payload.<ref name="ReferenceB" />
导弹架首先安装在军械支架上,导弹或鱼雷安装在上面,与万向节支架不一样。这些导弹架的尺寸与武器类似,每个支架的尺寸有多种导弹架选择,并对有效载荷进行调整。<ref name="ReferenceB" />


=====Rocket Pods=====
=====火箭吊舱=====
As development continues, we intend to allow players to attach other items to these hardpoints, the first of which are Rocket Pods that fire unguided missiles, similar to the ones already found on the Mustang Delta. Rockets will be available with a variety of fuse types like timed, impact and proximity. Rockets should be perfect for ground attack missions where you want to saturate an area with explosives.<ref name="ReferenceB" />
随着开发的继续,我们打算让玩家在这些支架上附加其他物品,其中第一个是发射无制导导弹的火箭舱,类似于已经在[[Mustang Delta]]上的导弹。火箭弹将有多种引信类型,如定时、冲击和近距离。火箭弹应该是地面攻击任务的完美选择,你可以在那里进行饱和轰炸。<ref name="ReferenceB" />


====Mines====
====水雷====
Droppable explosives that safeguard an area of space, air, land, or sea.<ref name="ReferenceB" />
保障空间、空中、陆地或海上区域的可投掷爆炸物。<ref name="ReferenceB" />


====Utility Items====
====工具====
Things like the Stor-All box on the Hornet F7C.<ref name="ReferenceC">{{Cite RSI|url=comm-link/engineering/16181-The-Shipyard-Weapon-Hardpoints|text=The Shipyard: Weapon Hardpoints}}</ref>
像 "大黄蜂 "F7C上的"存储万物"的箱子。<ref name="ReferenceC">{{Cite RSI|url=comm-link/engineering/16181-The-Shipyard-Weapon-Hardpoints|text=The Shipyard: Weapon Hardpoints}}</ref>


====Distortion Field Generators====
====畸变场发生器====
Smaller versions of what gives something like the Avenger Warlock its punch.<ref name="ReferenceB" />
较小的版本的EMP,使像复仇者术士这样的飞船具有EMP的能力。<ref name="ReferenceB" />
*
*


==Size Categories ==
==尺寸类别 ==
Aside from Fuel Tanks and Utility Hardpoints, all of these items are swappable and to ensure balance, fall under one of 5 size categories:
除了燃料箱和工具支架之外,所有这些物品都是可以替换的,为了确保平衡,它们属于5个尺寸类别之一。


*Vehicle (0)
*车辆 (0)
*Small (1)
*小型 (1)
*Medium (2)
*中型 (2)
* Large (3)
*大型 (3)
*Capital (4)
*旗舰 (4)


Each 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.<ref name="ReferenceA" />
每个物品端口都被限制在一个单一的类型和尺寸上,这意味着你不能在一个冷却器占据的支架上放一个发电机,也不能把两个小型护盾发生器换成一个中型护盾发生器。每种类型的物品之间的输出量是不同的,但可以大致认为是3:1的比例,即3个小型物品的输出量与一个中型物品的输出量大致相同。<ref name="ReferenceA" />


==Item Grades ==
==物品等级 ==
Every 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.
游戏中每个可更换的组件都有一个等级,以便于比较,这应该是你在决定购买和更换什么组件时的第一反应,因为它给你一个简单的度量来进行比较。在任何供应商的购买屏幕上都可以看到关于物品性质的其他细节,但作为一个开始,我们提供一个简单的字母等级。


Different grades have different values to the items:
不同等级的组件有不同的价值。


*Grade A - The best possible performance, usually has an additional Sub Item slot.
*A级--最佳的性能,通常有一个额外的子项目槽。
*Grade B - A good upgrade to performance, may have an additional Sub item slot.
*B级--性能较为良好,可能有一个额外的子项目槽。
*Grade C - The standard item for most ships be default, average performance.
*C级--大多数飞船的默认组件,性能一般。
*Grade D - Lower grade, generally makes up the NPC/AI populace, good for emergency use to get through troubles.
*D级--较低的等级,一般由NPC/AI使用,适合紧急使用以渡过难关。


Most 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'll still work fine and get you where you wanna go, but you'll want to consider upgrading them after a while.<ref name="ReferenceA" />
大多数舰艇的标准配置是默认的C级部件。一些更具异国情调或专业性的船只可能会在默认情况下配备B级设备,这通常可以在其价格中看到。当然,反之亦然,便宜的船可能默认配备D级部件。它们仍然可以正常工作,并带你到你想去的地方,但你会想在一段时间后考虑升级它们。<ref name="ReferenceA" />


==Item Classifications==
==组件分类==
In a future 3.x patch, the plan is 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.
在未来的3.x补丁中,我们计划为每艘船和每件物品分配一个组件类别。这意味着玩家将只能把该类别的物品放入能够利用它的飞船中。


*Military - The best overall at that item's functionality, at the expense of emissions and cost.
*军用--在该组件功能上总体上是最好的,但以牺牲排放和成本为代价。
*Civilian - The most common, wide range of behaviours to suit cost, options to approximate all other categories but not as specific.
*民用--最常见的,广泛的组件,成本合适,性能近似于所有其他类别,但没有那么专业。
*Stealth - Vastly reduced signatures/consumption at the expense of functionality.
*隐形--以牺牲功能为代价,大幅减少信号和功耗。
*Industrial - Reliably high output and low wear, high emissions.
*工业--可靠的高产出和低磨损,高排放。
* Competition - Higher performing than military but at the expense of durability and stealth, performance over everything.
*竞速--性能高于军用,但以牺牲耐久性和隐蔽性为代价,性能高于一切。


At 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's 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're 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.
目前,没有一艘船被限制在单一类别的物品上,每艘船至少有两个类别,而且几乎所有的船都有民用的选项。虽然这个系统仍在开发中,但它的核心思想是防止玩家在各自的领域内使某些船只过于强大。我们仍然希望有大量的定制服务,但我们仍在开发的这个系统会限制找到军用85X或隐形先驱者的机会,这只是因为人们购买了该类型的最佳物品。


CIG are still in the design phase of this system and therefore still working on all the edge cases. For 3.0 the default loadouts for the ships 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. More information on the class restriction system will be provided when there is more concrete information to share.<ref name="ReferenceA" />
CIG仍处于该系统的设计阶段,因此仍在研究所有的极端情况。在3.0版本中,飞船的默认装配是计划中的正确等级/类别,所以这些飞船的性能应该会发生变化,即使有等级限制,也会有很多升级途径。关于等级限制系统的更多信息将在有更多具体信息可以分享时提供。<ref name="ReferenceA" />


==Sub-components==
==子组件==
{{For|a list of all ship components|:Category:Sub-components}}
{{For|a list of all ship components|:Category:Sub-components}}


Sub-components 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's 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't an impediment to base functionality, but should be seen as a continued maintenance loop necessary to provide an improved-upon and highly proficient system.
子组件住在组件内,以各种方式为基础效力提供助力。目前,它们是可消耗的部件,会比它们的主物品本身磨损得更快。没有子组件,基础物品仍能正常运作,但在安装子组件后会发现性能有小幅提升。建议玩家在长时间的旅行中携带备件,因为在长时间的旅行中很可能需要更换这些备件。不携带备件(或不具备携带备件的能力)并不妨碍基础功能,但应被视为一个持续的维护循环,以提供一个改进的和高度熟练的系统。


Each Sub Item fits in one of three categories, each boosting a different set of stats for that item:
每个子项目都适合于三个类别中的一个,每个类别都能提高该项目不同的属性。


*Efficiency - Improves the overall effectiveness of the main item by reducing power or improving cooling performance.
*效率--通过降低功率或改善冷却性能来提高主组件的整体效率。
*Protection- Reduces the damage being dealt to the main item by absorbing different damage types or reducing wear rate and misfire chances.
*保护--通过吸收不同的伤害类型或减少磨损率和失火的机会,减少对主组件的伤害。
*Detection - Inhibits emissions in various spectrum from the main item or provides resistance to scanning.
*隐身--抑制来自主组件的各种信号的发射,或提供对扫描的阻力。


Sub Items can fit in many different items and are not restricted to a specific type of item, such as a Power Plant Sub Item.
子组件可以适用于许多不同的组件,并且不限于特定类型的组件,例如发电机子组件。


Computer Blades are not Sub Items. 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.<ref name="ReferenceA" />
计算机刀片不是子组件。它们是自己独立的物品,可以增加或扩大飞船功能,而不是改善基准状态。虽然目前它们只能被添加到计算机项目中,但这可能不是它们未来的唯一位置。<ref name="ReferenceA" />


==Tuning==
==调试==
[[File:Endeavor9.jpg|thumb|right|[[Endeavor]] Supercollider: for overclocking ship components]]
[[File:Endeavor9.jpg|thumb|right|[[Endeavor]] Supercollider: for overclocking ship components]]
Tinkering and tuning ships, parts, and components is particularly interesting to many people. Every component produced is "rated" to a certain specification by the manufacturer, even though it may possibly be capable of superior performance. Tuning, or "Overclocking", is the process of pushing a module or component beyond its rated specification. A laser cannon may be able to do 10% or 20% more damage if greater power is routed to it, but at the risk of greater heat generation or damage. Certain players or NPCs may make a living by overclocking components and selling them at a premium to others.<ref>{{Cite RSI|url=comm-link/transmission/12936-Engineering-Ship-Components-Systems|text=Comm-Link detailing the hard points and ship components|int=Comm-Link:Engineering - Ship Components Systems}}</ref>
对许多人来说,修补和调整飞船、零件和部件是特别有趣的。生产的每个部件都被制造商 "评定 "为某种规格,即使它可能有更高的性能。调整,或 "超频",是将一个模块或组件推到超过其额定规格的过程。如果一个激光炮的功率更大,它可能会多出10%或20%的伤害,但也有可能会产生更大的热量或伤害。某些玩家或NPC可能以超频组件为生,并以高价出售给其他人。<ref>{{Cite RSI|url=comm-link/transmission/12936-Engineering-Ship-Components-Systems|text=Comm-Link detailing the hard points and ship components|int=Comm-Link:Engineering - Ship Components Systems}}</ref>


Tuning can be conducted in various facilities. Basic overclocking can be done anywhere with the proper tools. Advanced tuning requires advanced facilities, such as the supercollider module on the [[Endeavor]] <ref>{{Cite RSI|url=comm-link/transmission/14972-Research-Unbound-The-MISC-Endeavor|text=Endeavor Supercollider for Overclocking|int=Comm-Link:Research Unbound - the MISC Endeavor}}</ref>
调试可以在各种设施中进行。基本的超频可以在任何地方用适当的工具完成。高级调试需要先进的设施,如[[Endeavor]]上的超级对撞机模块。 <ref>{{Cite RSI|url=comm-link/transmission/14972-Research-Unbound-The-MISC-Endeavor|text=Endeavor Supercollider for Overclocking|int=Comm-Link:Research Unbound - the MISC Endeavor}}</ref>


==Manufacturers==
==制造商==
Component manufacturers design and manufacture nearly every ship component found on the market, competing with each other to release the next big part that brings them significant profit.<ref>{{Cite RSI|url=comm-link/spectrum-dispatch/12972-Writers-Guide-Part-Four/|text=Component manufacturers|int=Comm-Link:Writer's Guide - Part Four#Company List}}</ref>
部件制造商设计和制造市场上能被找到的几乎每一个飞船部件,相互竞争以发布下一个能给他们带来巨大利润的大部件。<ref>{{Cite RSI|url=comm-link/spectrum-dispatch/12972-Writers-Guide-Part-Four/|text=Component manufacturers|int=Comm-Link:Writer's Guide - Part Four#Company List}}</ref>
{| class="wikitable"
{| class="wikitable"
|-
|-
| colspan="3" style="text-align: left; font-family:Electrolize,sans-serif;" |'''Ship Parts'''
| colspan="3" style="text-align: left; font-family:Electrolize,sans-serif;" |'''飞船配件'''
|-
|-
! scope="col" |Manufacturer
! scope="col" |制造商
! scope="col" width="200" | Focus
! scope="col" width="200" | 专业
! scope="col" |Grade
! scope="col" |等级
|-
|-
|[[Aegis Dynamics]]
|[[Aegis Dynamics]]
|Power Plants Thrusters
|发电机 推进器
||{{ubl|Quality|Standard}}
||{{ubl|优质|一般}}
|-
|-
|[[Tyler Design|Tyler Design & Tech]]
|[[Tyler Design|Tyler Design & Tech]]
|Power Plants||Quality
|发电机||优质
|-
|-
|[[Wilkes & Federman]]
|[[Wilkes & Federman]]
|Thrusters||Standard
|推进器||一般
|-
|-
|[[WillsOp Systems]]
|[[WillsOp Systems]]
|Avionics • CPU Systems||{{ubl|Quality|Standard}}
|航电系统 • CPU 系统||{{ubl|优质|一般}}
|-
|-
|[[Chimera Communications]]
|[[Chimera Communications]]
|Avionics Scanners • CPU Systems||{{ubl|Quality|Standard}}
|航电系统 扫描仪 • CPU 系统||{{ubl|优质|一般}}
|-
|-
| colspan="3" style="text-align: left; font-family:Electrolize,sans-serif;" |'''Defensive Systems (Armor/Shields)'''
| colspan="3" style="text-align: left; font-family:Electrolize,sans-serif;" |'''防御系统(装甲/护盾)'''
|-
|-
! scope="col" |Manufacturer
! scope="col" |制造商
! scope="col" width="200" |Focus
! scope="col" width="200" |专业
! scope="col" |Grade
! scope="col" |等级
|-  
|-  
|[[Basilisk]]
|[[Basilisk]]
|Armor Shields||{{ubl|Quality|Standard|Cheap}}
|装甲 护盾||{{ubl|优质|一般|廉价}}
|-
|-
|[[Talisman]]
|[[Talisman]]
|Armor Shields||{{ubl|Quality|Standard}}
|装甲 护盾||{{ubl|优质|一般}}
|-
|-
| colspan="3" style="text-align: left; font-family:Electrolize,sans-serif;" |'''Weapon Manufacturers (Guns/Missiles)'''
| colspan="3" style="text-align: left; font-family:Electrolize,sans-serif;" |'''武器制造商(机炮/导弹)'''
|-
|-
! scope="col" |Manufacturer
! scope="col" |制造商
! scope="col" width="200" |Focus
! scope="col" width="200" |专业
! scope="col" |Grade
! scope="col" |等级
|-  
|-  
|[[Behring]]
|[[Behring]]
|{{ubl|Ship weapons (Kinetic, energy, missiles, turrets)|Small arms Armor Shields}}||{{ubl|Premium|Quality|Standard}}
|{{ubl|飞船武器(实弹、能量、导弹、炮塔)。|小型武器 装甲 护盾}}||{{ubl|精良|优质|一般}}
|-
|-
|[[Klaus & Werner]]
|[[Klaus & Werner]]
|{{ubl|Ship weapons (Kinetic, Energy, Turrets)|Armor}}||{{ubl|Quality|Standard}}
|{{ubl|飞船武器(实弹、能量、炮塔)|装甲}}||{{ubl|优质|一般}}
|-
|-
|[[Associated Sciences & Development]]
|[[Associated Sciences & Development]]
|Ship weapons (Kinetic, Energy, Missiles, Turrets)||{{ubl|Excellent|Standard}}
|飞船武器(实弹、能量、导弹、炮塔)||{{ubl|优质|一般}}
|-
|-
|[[Talon Weapon Systems]]
|[[Talon Weapon Systems]]
| Missiles||Standard
| 导弹||一般
|-
|-
|[[Joker Enterprises]]
|[[Joker Enterprises]]
|Speciality Weapons||{{ubl|Standard|Cheap}}
|特种武器||{{ubl|一般|廉价}}
|-
|-
|[[Roussimoff Rehabilitation Systems]]
|[[Roussimoff Rehabilitation Systems]]
|Personal weapons Armor||{{ubl|Quality|Standard}}
|个人武器 装甲||{{ubl|优质|一般}}
|}
|}


==References==  
==引用==  
{{Reflist}}
{{Reflist}}



2022年2月26日 (六) 00:50的版本

Main Thruster on the Reliant

虽然我们可能很容易认为大多数组件不如那些华丽的武器、炮塔和导弹那样令人印象深刻,但它们对你的航天器的整体运作的重要性并不亚于它们,而且在游戏中的所有船只和车辆中都能找到它们。[1]

组件类型

航电系统

雷达

计算机(原航空电子设备主板或模块)

扫描仪

__________

推进器

燃料进气口

燃料仓

储存推进器用氢气燃料的罐子。

量子驱动器

[[:Category:Quantum drives|Quantum Drive]是一种基于操纵量子介质的引擎类型,它允许飞船在合理的时间内跨越开放空间的巨大距离。

跳跃驱动器

量子燃料仓

储存量子驱动的量子燃料的罐子。

燃油罐

为长距离飞行提供额外的氢气或量子燃料供应。[2]


__________

推进器

推进器是宇宙飞船的一个关键部分--对你的航行至关重要,同时也是管理燃料消耗和emissions的一个关键领域。推进器的尺寸和类型繁多,从Nox上最小的固定式推进器、Idris上巨大的旋转式VTOL推进器,一直到孟加拉上巨大的固定式主推进器。[3]

主推进器

主推进器{M}

飞船上负责使其前进的主要推进器,这些是传统建造的飞船上最重要的推进器,提供大部分的前进动力。[3]

制动推进器{R}

这些推进器从旧的机动部分移到了主推进器类别中,因为它们是飞船上的一个关键推进器组。如果你不能及时停下来,那么即使拥有最大的推进器也是没有意义的。一般和主推进器是成对出现的,有些船可能会有更多或更少的推进器,这取决于它们的作用,如果推进器出现损坏,在试图刹车时可能会导致严重的问题。[3]

VTOL推进器{V}

这些推进器在Z+轴上提供升力,并且可以固定在一个位置,以提供持续的向上推力,或者在需要时可以旋转以提供前进的推力。货船或特别的船只往往在底部有固定的VTOL推进器,以帮助飞船进入/离开有重力的行星或卫星,离开大气层,并减缓它们的速度。如果一艘飞船没有任何专用的VTOL推进器,这并不是什么可怕的事情,只是在前面提到的那些情况下需要更多的推力。[3]

姿态推进器

固定姿态推进器{F}

固定姿态推进器提供了即时的推力输出,因为它们不需要首先对准所需的矢量,这就提供了更快的反应速度,从而带来更多的灵活性。缺点是你需要有更多的推进器,一艘船至少要有12个固定姿态推进器,才能提供6个自由度任何方向的移动能力。[3]

可动姿态推进器{G}

可动姿态推进器在一个或多个轴上提供推力之前,先进行旋转,使自己与所需的矢量对齐。这使得所需的推进器较少,但代价是反应速度较慢,而且将它们移到位置所需的功率较小,使它们容易出现电源管理问题。[3]


__________

系统

发电机

power plant是飞船的主要能量来源。它的功率取决于它的大小、型号和使用的技术类型。

散热器

Coolers星际公民宇宙所有的飞船上使用的必要设备。它们的目的是为了防止Quantum Drives在中长距离使用时过热。

Quantum Drives启动时,它们会产生非常高的温度。更远的目的地需要Quantum Drives在更长的时间内启动。大多数Ship的标准设备冷却器为中长距离的量子旅行提供的冷却能力不足,容易导致过热。 当Quantum Drives过热时,会退出量子旅行时并进入冷却期,然后才能再次使用它们。如果你在敌对目标附近退出量子旅行,等待你的Quantum Drives冷却可能是潜在的灾难。

Dumper's Depot购买更高级的冷却器(比大多数飞船配备的库存冷却器更高级),并为你的飞船配备这些冷却器,是缩短或消除中长距离量子旅行后的冷却期的一个解决方案。

护盾生成器

电池

电池是大多数飞船都会有的一个组件。具体来说,这些电池的功能就像现实世界的电池一样,可以在发电厂离线的情况下充电使用。[4]

装甲

__________

武器

飞船武器

飞行员控制的武器可以通过固定支架或万向节武器支架安装到飞船上

万向节武器支架

作为将最大尺寸的武器安装到你的支架的替代方案,你可以选择使用万向节支架。万向节支架允许玩家安装一个小一级的武器,这将使用户能够比单独的固定武器更容易地瞄准和射击。万向节支架必须与固定支架的尺寸相同,但由于其占用的空间,只能支持至少小一号的武器。[2]

炮塔

炮塔可以在各种尺寸的舰船上找到,从小型飞船到旗舰,它们所连接的支架在尺寸上也可以有很大的不同。在一些旗舰上发现的最大的炮塔和护航的小船一样大,使用的武器能够造成巨大的破坏。

炮塔现在被分为两个不同的类别。载人和远程。这两种炮塔类型都支持玩家、NPC或AI通过各种方法进行控制,详情见下文。[5]

所有炮塔
  • 炮塔只能挂在炮塔支架上,不能挂在武器或弹药支架上。
  • 炮塔本身也有多个支架,用于安装武器装备。这些都是传统的武器支架,但有些炮塔也可以有军械和实用支架。
  • 炮塔只能换成相同类型的炮塔,而且所有的炮塔都是 "船体锁定"。这意味着你只能将载人炮塔换成载人炮塔的不同变体。
  • 由于船体要求,远程炮塔不能换成载人炮塔,反之亦然。
  • 由于它们现在是 "船体锁定 "的,炮塔不再有一个归属的尺寸。你只能用相同的东西来更换。他们不再有+2的武器计算总大小。[5]
载人炮塔
  • 这些炮塔是由玩家或NPC作为玩家在其中控制的,通常是在一个从船体内移动到炮塔本身的座位上。
  • 所有的载人炮塔都有一个一致的入口管直径,这意味着在摧毁后......它们会成为一个可行的突破点。[5]
遥控炮塔
  • 这些炮塔是由玩家或作为玩家的NPC在船上其他地方的控制台或座位上控制的。他们的视线从炮塔上远程传回,允许他们控制炮塔并看到它所看到的东西,而人物是在船的其他地方。
  • 远程炮塔内部没有物理路径供玩家进入,所以它们是在空间有限的情况下增加防御的好方法,但往往会装上尺寸较低的武器。[5]

导弹

导弹架

导弹架首先安装在军械支架上,导弹或鱼雷安装在上面,与万向节支架不一样。这些导弹架的尺寸与武器类似,每个支架的尺寸有多种导弹架选择,并对有效载荷进行调整。[2]

火箭吊舱

随着开发的继续,我们打算让玩家在这些支架上附加其他物品,其中第一个是发射无制导导弹的火箭舱,类似于已经在野马 德尔塔上的导弹。火箭弹将有多种引信类型,如定时、冲击和近距离。火箭弹应该是地面攻击任务的完美选择,你可以在那里进行饱和轰炸。[2]

水雷

保障空间、空中、陆地或海上区域的可投掷爆炸物。[2]

工具

像 "大黄蜂 "F7C上的"存储万物"的箱子。[6]

畸变场发生器

较小的版本的EMP,使像复仇者术士这样的飞船具有EMP的能力。[2]

尺寸类别

除了燃料箱和工具支架之外,所有这些物品都是可以替换的,为了确保平衡,它们属于5个尺寸类别之一。

  • 车辆 (0)
  • 小型 (1)
  • 中型 (2)
  • 大型 (3)
  • 旗舰 (4)

每个物品端口都被限制在一个单一的类型和尺寸上,这意味着你不能在一个冷却器占据的支架上放一个发电机,也不能把两个小型护盾发生器换成一个中型护盾发生器。每种类型的物品之间的输出量是不同的,但可以大致认为是3:1的比例,即3个小型物品的输出量与一个中型物品的输出量大致相同。[1]

物品等级

游戏中每个可更换的组件都有一个等级,以便于比较,这应该是你在决定购买和更换什么组件时的第一反应,因为它给你一个简单的度量来进行比较。在任何供应商的购买屏幕上都可以看到关于物品性质的其他细节,但作为一个开始,我们提供一个简单的字母等级。

不同等级的组件有不同的价值。

  • A级--最佳的性能,通常有一个额外的子项目槽。
  • B级--性能较为良好,可能有一个额外的子项目槽。
  • C级--大多数飞船的默认组件,性能一般。
  • D级--较低的等级,一般由NPC/AI使用,适合紧急使用以渡过难关。

大多数舰艇的标准配置是默认的C级部件。一些更具异国情调或专业性的船只可能会在默认情况下配备B级设备,这通常可以在其价格中看到。当然,反之亦然,便宜的船可能默认配备D级部件。它们仍然可以正常工作,并带你到你想去的地方,但你会想在一段时间后考虑升级它们。[1]

组件分类

在未来的3.x补丁中,我们计划为每艘船和每件物品分配一个组件类别。这意味着玩家将只能把该类别的物品放入能够利用它的飞船中。

  • 军用--在该组件功能上总体上是最好的,但以牺牲排放和成本为代价。
  • 民用--最常见的,广泛的组件,成本合适,性能近似于所有其他类别,但没有那么专业。
  • 隐形--以牺牲功能为代价,大幅减少信号和功耗。
  • 工业--可靠的高产出和低磨损,高排放。
  • 竞速--性能高于军用,但以牺牲耐久性和隐蔽性为代价,性能高于一切。

目前,没有一艘船被限制在单一类别的物品上,每艘船至少有两个类别,而且几乎所有的船都有民用的选项。虽然这个系统仍在开发中,但它的核心思想是防止玩家在各自的领域内使某些船只过于强大。我们仍然希望有大量的定制服务,但我们仍在开发的这个系统会限制找到军用85X或隐形先驱者的机会,这只是因为人们购买了该类型的最佳物品。

CIG仍处于该系统的设计阶段,因此仍在研究所有的极端情况。在3.0版本中,飞船的默认装配是计划中的正确等级/类别,所以这些飞船的性能应该会发生变化,即使有等级限制,也会有很多升级途径。关于等级限制系统的更多信息将在有更多具体信息可以分享时提供。[1]

子组件

子组件住在组件内,以各种方式为基础效力提供助力。目前,它们是可消耗的部件,会比它们的主物品本身磨损得更快。没有子组件,基础物品仍能正常运作,但在安装子组件后会发现性能有小幅提升。建议玩家在长时间的旅行中携带备件,因为在长时间的旅行中很可能需要更换这些备件。不携带备件(或不具备携带备件的能力)并不妨碍基础功能,但应被视为一个持续的维护循环,以提供一个改进的和高度熟练的系统。

每个子项目都适合于三个类别中的一个,每个类别都能提高该项目不同的属性。

  • 效率--通过降低功率或改善冷却性能来提高主组件的整体效率。
  • 保护--通过吸收不同的伤害类型或减少磨损率和失火的机会,减少对主组件的伤害。
  • 隐身--抑制来自主组件的各种信号的发射,或提供对扫描的阻力。

子组件可以适用于许多不同的组件,并且不限于特定类型的组件,例如发电机子组件。

计算机刀片不是子组件。它们是自己独立的物品,可以增加或扩大飞船功能,而不是改善基准状态。虽然目前它们只能被添加到计算机项目中,但这可能不是它们未来的唯一位置。[1]

调试

奋进 Supercollider: for overclocking ship components

对许多人来说,修补和调整飞船、零件和部件是特别有趣的。生产的每个部件都被制造商 "评定 "为某种规格,即使它可能有更高的性能。调整,或 "超频",是将一个模块或组件推到超过其额定规格的过程。如果一个激光炮的功率更大,它可能会多出10%或20%的伤害,但也有可能会产生更大的热量或伤害。某些玩家或NPC可能以超频组件为生,并以高价出售给其他人。[7]

调试可以在各种设施中进行。基本的超频可以在任何地方用适当的工具完成。高级调试需要先进的设施,如奋进上的超级对撞机模块。 [8]

制造商

部件制造商设计和制造市场上能被找到的几乎每一个飞船部件,相互竞争以发布下一个能给他们带来巨大利润的大部件。[9]

飞船配件
制造商 专业 等级
圣盾动力 发电机 • 推进器
  • 优质
  • 一般
Tyler Design & Tech 发电机 优质
Wilkes & Federman 推进器 一般
WillsOp Systems 航电系统 • CPU 系统
  • 优质
  • 一般
Chimera Communications 航电系统 • 扫描仪 • CPU 系统
  • 优质
  • 一般
防御系统(装甲/护盾)
制造商 专业 等级
蛇怪公司 装甲 • 护盾
  • 优质
  • 一般
  • 廉价
Talisman 装甲 • 护盾
  • 优质
  • 一般
武器制造商(机炮/导弹)
制造商 专业 等级
Behring
  • 飞船武器(实弹、能量、导弹、炮塔)。
  • 小型武器 • 装甲 • 护盾
  • 精良
  • 优质
  • 一般
克劳斯&韦纳
  • 飞船武器(实弹、能量、炮塔)
  • 装甲
  • 优质
  • 一般
Associated Sciences & Development 飞船武器(实弹、能量、导弹、炮塔)
  • 优质
  • 一般
利爪武器公司 导弹 一般
Joker Enterprises 特种武器
  • 一般
  • 廉价
Roussimoff Rehabilitation Systems 个人武器 • 装甲
  • 优质
  • 一般

引用

  1. 1.0 1.1 1.2 1.3 1.4 The Shipyard: Other Ship Items. 通讯链接
  2. 2.0 2.1 2.2 2.3 2.4 2.5 The Shipyard: Ordnance Hardpoints. 通讯链接
  3. 3.0 3.1 3.2 3.3 3.4 3.5 The Shipyard: Ship Thrusters & You. 通讯链接
  4. Q&A: Crusader ARES. 通讯链接
  5. 5.0 5.1 5.2 5.3 The Shipyard: Turrets. 通讯链接
  6. The Shipyard: Weapon Hardpoints. 通讯链接
  7. Comm-Link detailing the hard points and ship components. 通讯链接
  8. Endeavor Supercollider for Overclocking. 通讯链接
  9. Component manufacturers. 通讯链接

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