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How To Repair Ship Star Citizen 3.3

Sfootstep is a hostile place and even the well-nigh skilled pilots will need to have their arts and crafts patched up from time to time. Fortunately, there are a number of options available to Citizens to become themselves dorsum upward and running.

Star Citizen'due south repair system works in conjunction with the engine's detailed damage model to create intuitive and engaging gameplay for players wishing to pursue a career in transport repair or for pilots to execute quick field repairs.

The ground for repair technology in Star Citizen are tools equipped with multipurpose lasers that can trim abroad damaged material or sinter construction material injected onto a component's frame, rebuilding its construction

Repair Roles

Any send with repair capabilities has two roles that must be filled to ensure a successful repair chore: the Repair Arm Operator and the Repair Chore Manager.

The Repair Arm Operator is responsible for the control of the robotic repair arm. Mounted with a multi-purpose laser and material injector system, the repair arm is capable of carrying out all fashion of repair tasks. The repair arm is the merely player controlled method of fully restoring a send to 100% wellness but requires skill, knowledge and coordination with the Repair Task Manager to do and then effectively.

The Repair Task Managing director relays detailed harm information to the Repair Arm Operator, designates repair tasks to be undertaken and is responsible for the allocation of materials to satisfy office reconstruction requirements.

Repair Chore Managing director

To initiate workshop repairs, the Repair Task Director must first use their impairment assessment interface to assemble impairment information and gear up for the repair tasks required.

Impairment Assessment

Whilst using their terminal, the Repair Task Manager tin admission the target ship's damage diagnostics. This displays the condition of ship parts, the hull, systems, weapons and their diverse connections. The player tin toggle and filter between various layers, isolating and displaying their respective elements.

Damage that has been dealt to a transport's hull is represented on an AR overlay every bit a heatmap: no impairment displays as dark-green, full damage and holes equally red, and partial impairment on a gradient in-between. The edges of hull breaches are also highlighted for clarity.

Highlighting the various parts volition display its electric current wellness as well as the materials required to repair it. When ready to get-go a repair job, the Repair Task Director selects the desired part, opening the Cloth Panel.

Textile Panel

Repairs taking place in a workshop crave the consumption of the raw construction materials gathered through Mining, Scavenging and Merchandise. The Repair Task Manager tin assign unlike materials according to the repair job at hand via their console'southward Fabric Panel.

Depending on the repair chore, certain types and quantities of material are required. When a component is selected, these requirements are displayed in the Repair Compound section of the Fabric Console every bit slots that need to be filled from the repair ship's Material Stock.

Each fabric is graded to reflect how constructive it is when assigned to a slot and how it will bear upon the repair procedure (discussed later in the Repair Arm Operator's section). To get optimum results the Job Manager must balance the Arm Operators requirements, versus the value of the materials used.

In one case all materials take been assigned, the Repair Arm Operator can then initiate the reconstruction process.

Reconstruction

Damage AR Overlay highlighting debris in need of stripping Damage AR Overlay highlighting debris in demand of stripping

In the event that a ship part or component has been entirely detached or destroyed, it must be reconstructed. To do this the Chore Manager selects the missing part from their Harm Assessment panel and assigns the materials as normal.

One time the composition is confirmed, the missing role's frame is automatically constructed by the Repair Arm; the procedure is entirely automatic, using patterns from the repair terminal'southward database for reconstruction. Afterwards the framework has been constructed, the actor can so use patching to build the surface up as normal.

Before a reconstruction can be started, the attachment indicate must exist cleared of any obstructing debris past the Repair Arm Operator. Whilst an obstruction is present, the part appears as a carmine hologram on the damage assessment screen with the extraneous material highlighted for removal.

Repair Arm Operator

Once the Repair Chore Manager has chosen the function and repair fabric composition, the Repair Arm Operator starts the reconstruction and repair process. Past using their final, the operator controls the arm'due south position and aim remotely via a mounted camera. To avoid overcomplicating controls, the caput is translated and aimed directly with an IK solution orientating the residuum of the arm to follow.

The Repair Arm's laser can be switched between two modes to carry out the various necessary repair stages: Stripping and Patching.

Stripping

Hull stripping is vital for improving the integrity of a transport's hull that has just sustained calorie-free damage, every bit but missing segments tin can exist patched.

In stripping mode, the repair arm's high powered laser is used to cleanly remove parts of a component's surface without causing structural damage to the surrounding area. Stripped surfaces are converted and nerveless as a percentage of its raw materials.

Stripping is likewise necessary when a component or part has been completely discrete. Full component reconstruction requires a make clean attachment betoken requiring the operator to cut away any debris that compromises the area.

Patching

Patching is the human action of rebuilding a ship or component's surface and restoring its integrity. When in patching mode, the Repair Arm'due south light amplification by stimulated emission of radiation is repurposed to directly 'impress' material onto a ship or component'southward frame. Every bit the Repair Arm is aimed, a wireframe hologram is projected showing the border of the damaged area that tin exist printed onto. This grid is a loftier resolution tractor mesh that matches the undamaged surface, supporting the textile printed onto the ship.

The Repair Arm sprays a powdered compound whilst simultaneously firing a laser to heat and bind the chemical compound, creating the new surface. As the repair surface is built up, the mesh gradually contracts to form a new working edge until the area is completely restored.
The strength of the new surface is dependent on the amount of exposure information technology is subjected to from the laser. As a surface is being congenital, information technology gradually increases in force until it reaches 100%. If the laser remains focused on that area for much longer even so, the integrity decreases as the surface overheats. This creates a sweet spot that the operator must attain before moving on to achieve optimum integrity.

The player tin can choose to toggle the AR damage heatmap overlay on and off whilst patching to receive real time feedback as they arroyo this threshold: the surface turning greenish as it nears 100% and transitioning back into the reddish equally the surface is overexposed. If a surface becomes overexposed, the Arm Operator volition accept to restrip that section of the surface earlier reattempting to patch it.

The composition of the repair material, every bit defined by the Repair Task Manager, determines the behaviour of the patch surface as it is being printed: the max integrity level, the size of the meridian integrity sweet spot and the rate at which the exposure affects integrity. This presents a role player-defined risk-reward loop where the use of cheap materials can achieve the same results as expensive ones, but requires far more skill to accomplish with the crew of the repair ship needing to have their operators abilities into consideration when pricing jobs and assigning materials.

Field Repairs

Personal Multitool

Personal Multitool Personal Multitool

The Multitool is a personal item that is equipped with the capabilities of a small-scale version of a workshop's Repair Arm. It is capable of stripping and patching, allowing it to achieve a wide variety of send repairs short of full part reconstruction.

Although the Multitool's repair abilities are the same as that of the Repair Arm, the size of the light amplification by stimulated emission of radiation and low quantity of repair cloth it can store ways that it is only suitable for quick fixes and patch jobs to go a ship back to a proper repair facility.

Component Harm

When your ship takes damage, some of that impairment will be transferred from the indicate of impact on the hull to the nearest system and weapon components. Those components then distribute that damage between itself and whatsoever Subcomponents are attached within.
Subcomponents are the diverse consumables that are used to run or improve a component or system's behaviour.

In general, component field repairs consist of turning off whichever component is having issues, replacing the broken subcomponents, and turning the component back on. In very large components, like those plant on majuscule ships, there may exist multiple actions involved in turning a component on or off, including rerouting power or coolant to other parts of the ship. These actions may also involve the use of on-lath ship computers.

Subcomponents

Subcomponents provide additional benefits to the component they are attached to, allowing for further customization of a player's ship. They are divided into three categories, each providing specific areas of improvement.

Module Racks

Module Racks are panels that business firm the various components used to proceed their associative subcomponents running. These can be found on the hull under maintenance hatches in closed-cockpit ships, or internally in the engineering section of larger multi-crew ships.

Depending on the component installed, dissimilar types and numbers of subcomponents are required. Each subcomponent is congenital for quick removal and replacement allowing for field repairs to be carried out as quickly equally possible. If a player attempts to remove a subcomponent from a powered component they chance beingness electrocuted and receiving damage.

Replacing a damaged subcomponent is a elementary case of interacting with the detail in question. The role player volition then remove information technology, freeing up the slot. If the actor has a replacement in their possession, they can then collaborate with the empty slot to place it.

Subcomponent types are universal across ships and components of the same size class, a coolant rod from a Gladius' laser cannon tin supplant a Hornet'south coolant rod housed in the shield generator. This provides a great deal of flexibility, allowing players to juggle elements betwixt various systems as needed, as well as opening up opportunities to patch their ship using scavenged parts.

Components on larger ships, such every bit the Idris or Retaliator can require a large number of subcomponents to role and/or larger sizes of subcomponents. When damaged, these more complicated systems can accept significantly longer to diagnose and physically bandy out any compromised subcomponents. To maintain total operation, these ships can contain alternative fill-in systems. In the case of an emergency, engineers can use their send final to redirect power to the backup, allowing for full send functionality whilst the engineer repairs the chief system. This can also be achieved manually, should an applied science final become inoperable, by physically swapping the whole module rack out, placing the backup arrangement in the primary'south slot.

How To Repair Ship Star Citizen 3.3,

Source: https://robertsspaceindustries.com/comm-link/engineering/15062-Design-Notes-Ship-Repair-And-Maintenance

Posted by: wisemanmuccer.blogspot.com

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