Changes for page Combat And Weapons

Last modified by Daniel Turner on 2024/01/11 14:32

From version 100.1
edited by Daniel Turner
on 2024/01/11 14:32
Change comment: There is no comment for this version
To version 44.1
edited by stefan
on 2019/04/04 12:37
Change comment: updated links

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1 -X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.WebHome
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1 -xwiki:XWiki.Daniel
1 +xwiki:XWiki.stefan
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1 -flotta
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1 -{{info}}
2 -Updated for version 5.10
3 -{{/info}}
1 +{{sv-translation language="en"}}
4 4  
5 5  
6 -
7 7  {{toc/}}
8 8  
9 9  == Fight ==
10 10  
11 -History has always been written by the victor and great treasures await those willing to take them by force. Whether it is defending player owned traders from marauding pirates or galactic conquest there will always be plenty of reasons to be armed and dangerous. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Capturing Ships And Sectors.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]].
8 +History has always been written by the victor and great treasures await those willing to take them by force. Whether it is defending player owned traders from marauding pirates or galactic conquest there will always be plenty of reasons to be armed and dangerous. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:Capturing Ships And Sectors]].
12 12  
13 13  == Combat ==
14 14  
15 -[[Ships armed>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships.
12 +[[Ships armed>>doc:Purchasing And Upgrading Ships]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships.
16 16  
17 -Individual surface elements on[[ Large and Extra Large ships>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Ships And The Player Ship.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] can be targeted to disable them, however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over).
14 +Individual surface elements on[[ Large and Extra Large ships>>doc:Ships And The Playership]] can be targeted to disable them, however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over).
18 18  
19 -The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into. Although an individual ship can be good at (% style="font-family:Arial,sans-serif; font-size:10.5pt" %)duelling (%%)opponents, superior numbers are another way to win battles.
16 +The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:Purchasing And Upgrading Ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into. Although an individual ship can be good at (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)duelling (%%)opponents, superior numbers are another way to win battles.
20 20  
21 21  == Weapon Types ==
22 22  
23 -[[Weapons fall into 5 general categories>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome]]
20 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And Upgrading Ships]](%%):
24 24  
25 25  * **Main **weapons**:**
26 -** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L [[ships>>doc:X4 Foundations Wiki.Manual and Guides.Objects in the Game Universe.Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] and some battleships(%%))
23 +** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships And The Playership]])
27 27  ** **Secondary Launchers** (forward-facing weapons on S and M ships)
28 28  * **Gun Turrets** (available on M, L and XL ships)
29 29  * **Missile Turrets** (available on L and XL ships)
30 -* **[[Defence Drones>>doc:X4 Foundations Wiki.Manual and Guides.Objects in the Game Universe.Equipment.Consumables.Drones.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]** (deployable from some M, L and XL ships)
27 +* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships)
31 31  
32 -**Main weapons **are controlled by the player when captaining their ship, and Defence Drones will deploy automatically to protect their mothership if piloted by an NPC.
29 +**Main weapons **are controlled by the player when captaining their ship. Turrets are controlled by Service Personnel, and Defence Drones will deploy automatically to protect their mothership.
33 33  
34 -=== Main Weapon Aiming (Guns) ===
31 +== Main Weapon Aiming (Guns) ==
35 35  
36 36  The game settings contain an option called **player-assist 'target target' mode** (enabled by default). When enabled, player-controlled primary guns will automatically fire at a leading point to intercept the position the target is flying towards. The same approach is taken automatically by ship-controlled gun turrets. When 'target target' mode is not enabled, or when manually aiming, main guns will fire at the cursor's position.
37 37  
38 -=== Main Weapon Aiming (Missiles) ===
35 +== Main Weapon Aiming (Missiles) ==
39 39  
40 -Player-controlled (forward-facing), secondary launchers (% style="font-family:Arial,sans-serif; font-size:10.5pt" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="font-family:Arial,sans-serif; font-size:10.5pt" %)equipped with h(%%)oming missiles, secondary launchers use a missile lock HUD marker to automatically try and lock on to the playership's target. Secondary launchers are fired with the "L" key.
37 +Player-controlled (forward-facing), secondary launchers (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped with h(%%)oming missiles, secondary launchers use a missile lock HUD marker to automatically try and lock on to the playership's target. Secondary launchers are fired with the "L" key.
41 41  
42 -=== Main Weapon Firegroups ===
39 +== Main Weapon Firegroups ==
43 43  
44 44  Under Ship Information, "**Weapon Configuration**", Weapon (i.e. S Pulse Laser Mk1), there are 2 sets of 4 boxes. These are labeled Primary and Secondary (see above).
45 45  
... ... @@ -50,11 +50,11 @@
50 50  * Change Primary Firegroup: **1**/**2**/**3**/**4**
51 51  * Change Secondary Firegroup **5**/**6**/**7**/**8 **
52 52  
53 -=== Main Weapon Heat ===
50 +== Main Weapon Heat ==
54 54  
55 55  When primary guns are fired they generate heat, which the ship must dissipate in order maintain combat efficiency. When multiple weapons are fitted and used simultaneously, larger amounts of heat are accumulated and it takes the ship longer to dissipate it. The impact of firing multiple guns is visualised by the heat bar to the right of each weapon icon on the HUD (see images below).
56 56  
57 -When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] lists incorrect sustained MW values//).
54 +When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:Purchasing And Upgrading Ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:Purchasing And Upgrading Ships]] lists incorrect sustained MW values//).
58 58  
59 59  **Minor heat buildup** (bar the on right is short)
60 60  
... ... @@ -78,7 +78,7 @@
78 78  ** Target Target  [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile
79 79  ** Defend Ship  [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles)
80 80  ** Missile Defence [[image:attach:Turret_missiles.JPG]]: Will only try to intercept incoming missiles (not ships) - [(% class="confluence-link confluence-link" %)X3 'Missiles Only' mode(% class="confluence-link" %)]
81 -** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Combat And Weapons.Trading And Mining]]
78 +** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading And Mining]]
82 82  
83 83  ==== HUD Controls for Turrets on Medium ships: ====
84 84  
... ... @@ -108,12 +108,13 @@
108 108  
109 109  Summary of capabilities:
110 110  
111 -(% style="list-style-type:square" %)
108 +(% style="list-style-type: square;" %)
112 112  * Cheap (~~15,000 Cr)
113 113  * Equipped with a Pulse Laser Mk1
114 114  * Scout-level hull integrity (1,900 MJ)
115 115  * Do not have shields
116 -* Auto-repaired by their motherships after docking
113 +* Auto-repaired by their motherships after docking**
114 +**
117 117  
118 118  == Attacking specific station modules ==
119 119  
... ... @@ -121,11 +121,11 @@
121 121  
122 122  Process for doing this:
123 123  
124 -1. Open the Map
125 -1. Expand the station's info so that you can see specific modules (see image below)
126 -1. Left click on the module you wish to attack
127 -1. Right-click on the Playership (or specific ship in Wing) and select "Wing: Attack My Target"
128 -1*. If this order is not available, re-select the module, press "T", and try again
122 +* Open the Map
123 +* Expand the station's info so that you can see specific modules (see image below)
124 +* Left click on the module you wish to attack
125 +* Right-click on the Playership (or specific ship in Wing) and select "Wing: Attack My Target"
126 +** If this order is not available, re-select the module, press "T", and try again
129 129  
130 130  == Loot ==
131 131  
... ... @@ -139,119 +139,364 @@
139 139  
140 140  Ships which are in such a squad or fleet can still receive and execute explicit player orders. These orders would overwrite their current behaviour to follow their "boss" for their duration. This way a player can use any ship for a trade run or overwrite their targets during a battle.
141 141  
142 -When ships are in a squad or fleet, they can also fly in formations. The command order menu of the leader, does allow selection of the currently used formation.
140 +When ships are in a squad or fleet, they can also fly in formations. The command order menu of the leader, does allow selection of the currently used formation.
143 143  
144 -=== Fleet subordinates ===
142 +
143 +{{/sv-translation}}
145 145  
146 -(% class="comment-content wiki-content" %)
147 -(((
148 -Subordinate group modes:
149 - Attack - Ships will attack their commander's target.
150 - Intercept - Ships will attack any hostile non-capital ships that come into their operational range*.
151 - Defend - Prior escort behavior before new modes were implemented. Think of this as automatic mode. Subordinate behavior depends a lot on what their commander is doing at the time.
152 -\\Docked - Orders all subordinates in the specified group to dock and ignore all targets (% class="text-italics" %)//including their commanders' attackers//(%%). Does not affect ships that are unable to dock at their commander.
153 - Launched - Orders all subordinates in the specified group to act on their specified behavior. (Note that for fighters subordinate to a carrier, this may mean that they stay docked at their commander.)
154 - On those last two, please note the bug acknowledged in the post right above this one. You should get the fix for that bug in a future update.
155 -\\* Operational range is always their commander's radar range. This was implemented this way for clarity since this is what you see as what your ship is aware of.
145 +{{sv-translation language="de"}}
156 156  
157 157  
158 -Taken from here: [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844>>url:https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844||rel="nofollow" shape="rect" class="external-link"]]
148 +{{toc/}}
149 +
150 +== Kämpfen ==
151 +
152 +Geschichte ist immer vom Sieger geschrieben worden, und große Schätze warten auf diejenigen, die bereit sind, sie gewaltsam zu nehmen. Ob es darum geht, spielereigene Händler vor marodierenden Piraten oder galaktischen Eroberungen zu schützen, es wird immer viele Gründe geben, bewaffnet und gefürchtet zu sein. Einige Kämpfe enden in der Zerstörung, andere führen dazu, [[Schiffe zu übernehmen oder Sektoren zu erobern>>doc:Capturing Ships And Sectors]].
153 +
154 +== Kampf ==
155 +
156 +[[Schiffe>>doc:Purchasing And Upgrading Ships]], die mit Frontwaffen, Türmen und Verteidigungsdrohnen ausgerüstet sind, können andere Schiffe angreifen, um ihnen Schaden zuzufügen. Schilde absorbieren den erlittenen Schaden, bis sie aufgebraucht sind, beginnen sich aber wieder aufzuladen, nachdem sie über einen längeren Zeitraum keinen Schaden erlitten haben. Einige Schilde schützen Schiffsrümpfe, während andere die nahegelegenen Schiffssysteme auf größeren Schiffen schützen können.
157 +
158 +Einzelne Oberflächenelemente auf[[ großen und extra großen Schiffen >>doc:Ships And The Playership]]können gezielt deaktiviert werden, wobei diese jedoch auch eine eigene unabhängige Abschirmung haben können. Sobald die Schilde aufgebraucht sind, beginnt das Schiff oder Oberflächenelement, Rumpfschäden durch gelandete Treffer zu erleiden. Wenn der Rumpf-Hitpunkt eines Oberflächenelements 0 erreicht, wird er bis zur Reparatur deaktiviert; erreicht der Rumpf HP 0, explodiert dieser und zerstört das Schiff (und wenn der Spieler an Bord war, führt dies zu einem Game Over).
159 +
160 +Der Spieler kann die Türme aller Schiffe und die Hauptwaffen von kleinen und mittleren Schiffen individuell anpassen (siehe Waffenkonfiguration im [[Menü Schiffsinteraktionen>>doc:Purchasing And Upgrading Ships]]). Dies ermöglicht es dem Spieler, Schiffe oder Teilabschnitte von Schiffen auf bestimmte Rollen zuzuschneiden (z.B. hohe Schäden und lange Reichweite oder genaue Kurzstreckenwaffen). Die meisten Schiffe haben blinde Flecken, von denen aus sie nicht angreifen können, was ideale Plätze für ihre Feinde bietet, in die diese manövrieren können. Obwohl ein einzelnes Schiff gut im Duell mit Gegnern sein kann, ist eine Übermacht eine weitere Möglichkeit, Schlachten zu gewinnen.
161 +
162 +== Waffentypen ==
163 +
164 +(% style="color: rgb(0,0,0);" %)einteilen(% style="color: rgb(51,51,51);" %) [[Waffen lassen sich in 5 allgemeine Kategorien >>doc:Purchasing And Upgrading Ships]](%%):
165 +
166 +* **Hauptwaffen:**
167 +** **Primärwaffen **(nach vorne gerichtete Waffen auf [[S-, M- und L-Schiffen>>doc:Ships And The Playership]])
168 +** **Sekundäre Abschussrampe** (nach vorne gerichtete Waffen auf S- und M-Schiffen)
169 +* **Geschütztürme** (verfügbar auf M-, L- und XL-Schiffen)
170 +* **Raketentürme **(verfügbar auf L- und XL-Schiffen)
171 +* **[[Verteidigungsdrohnen>>doc:X4WIKI.Drones||shape="rect"]]** (einsetzbar von einigen M-, L- und XL-Schiffen)
172 +
173 +**Hauptwaffen **werden vom Spieler kontrolliert, wenn er sein Schiff führt. Die Geschütztürme werden vom Servicepersonal gesteuert, und die Verteidigungsdrohnen werden automatisch eingesetzt, um ihr Mutterschiff zu schützen.
174 +
175 +== Ziel der Hauptwaffe (Geschütze) ==
176 +
177 +Die Spieleinstellungen enthalten eine Option namens **Spielerassistenzmodus "Zielziel"** (standardmäßig aktiviert). Wenn aktiviert, feuern spielergesteuerte Hauptgeschütze automatisch auf einen Führungspunkt, um die Position abzufangen, auf die das Ziel fliegt. Die gleiche Vorgehensweise wird automatisch von schiffsgesteuerten Geschütztürmen übernommen. Wenn der Zielzielmodus nicht aktiviert ist oder wenn Sie manuell zielen, feuern die Hauptgeschütze auf die Position des Cursors.
178 +
179 +== Ziel der Hauptwaffe (Raketen) ==
180 +
181 +Spielergesteuerte (nach vorne gerichtete), sekundäre Abschussrampen, die mit Kurzfeuerraketen ausgestattet sind, feuern an der Cursorposition. Wenn sie mit Zielsuchraketen ausgestattet sind, verwenden sekundäre Trägerraketen einen missile lock HUD-Marker, um automatisch zu versuchen, das Ziel des Spielers zu erfassen. Sekundäre Trägerraketen werden mit der Taste "L" abgefeuert.
182 +
183 +== Hauptwaffen-Feuergruppen ==
184 +
185 +Unter Schiffsinformationen,** "Waffenkonfiguration",** Waffe (z.B. S Pulslaser Mk1), gibt es 2 Sets von 4 Boxen. Diese sind mit den Bezeichnungen Primary und Secondary gekennzeichnet (siehe oben).//
186 +//
187 +
188 +In diesen vier Feldern kannst du die primären und sekundären Feuergruppen der Hauptwaffe einrichten. Du kannst eine Waffe in alle 8 Feuergruppen einsetzen, wenn du willst.
189 +
190 +Die Umschaltung der Firegroups erfolgt über **Hotkeys**:
191 +
192 +* (((
193 +Ändern der primären Feuergruppe:** 1/2/3/4**
159 159  )))
195 +* Ändern der sekundären Feuergruppe: **5**/**6**/**7**/**8 **
160 160  
161 -=== Formations ===
197 +== Hauptwaffen-Hitze ==
162 162  
163 -Breakdown of each formation as of version 4.00.
199 +Werden Primärkanonen abgefeuert, erzeugen diese Wärme, die das Schiff ableiten muss, um die Kampfkraft aufrechtzuerhalten. Wenn mehrere Waffen gleichzeitig eingebaut und eingesetzt werden, werden größere Mengen an Wärme angesammelt und das Schiff braucht länger, um diese abzuführen. Die Auswirkung des Abfeuerns mehrerer Geschütze wird durch den Hitzebalken rechts neben jedem Geschützsymbol auf dem HUD visualisiert (siehe Bilder unten).
164 164  
165 -First screenshot is from the top (default map view) and the second is a perspective trying to show space usage.
201 +Beim Schießen für kurze Zeiträume ist Wärmeentwicklung in der Regel kein Thema, und Primärkanonen DPS ist der "Burst Weapon Output", der in den [[Schiffskauf-/Upgrade-Menüs>>doc:Purchasing And Upgrading Ships]] aufgeführt ist. Bei längerem Feuern, insbesondere wenn mehrere zusammen abgefeuert werden, kann Hitze die Primärkanonen zwingen, sich vorübergehend abzuschalten. Beim Schiessen über längere Zeiträume, die zu Überhitzung// (und Waffenabschaltungen) führen, werden die Primärkanonen DPS auf den " konstanten Waffenausstoß " reduziert (bitte beachten Sie, dass zu diesem Zeitpunkt im [[Menü Schiffskauf/Upgrade>>doc:Purchasing And Upgrading Ships]] falsche MW-Werte aufgelistet sind//).
166 166  
167 -Most of those screenshots are with a fleet of 20 ships.
203 +
168 168  
169 -Each formation requires a skill level, indicated in parenthesis after the name.
205 +**Geringe Errmung** (Balken rechts ist kurz)
170 170  
171 -==== Backward Cross (2 stars) ====
207 +[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_1.JPG?version=1&modificationDate=1545081640000&api=v2]]
172 172  
173 -[[image:attach:Backward Cross-ABOVE.PNG||height="400" width="379"]][[image:attach:Backward Cross-PERSPECTIVE.PNG||height="400" width="430"]]
209 +**Starke Hitzeentwicklung** (Balken ist lang und orange)
174 174  
175 -==== Backward X-shape (2 stars) ====
211 +[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_2.JPG?version=1&modificationDate=1545081651000&api=v2]]
176 176  
177 -[[image:attach:Backward X-shape-ABOVE.PNG||height="400" width="412"]][[image:attach:Backward X-shape-PERSPECTIVE.PNG||height="400" width="392"]]
213 +**Überhitzt** (Balken ist rot, und Waffen haben sich abgeschaltet)
178 178  
179 -==== Circle (0 star) ====
215 +[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_3.JPG?version=1&modificationDate=1545081662000&api=v2]]
180 180  
181 -[[image:attach:Circle-ABOVE.PNG||height="360" width="321"]][[image:attach:Circle-PERSPECTIVE.PNG||height="360" width="362"]]
217 +== Turm-Einstellungen ==
182 182  
183 -==== Cross (2 stars) ====
219 +==== Order für rme: ====
184 184  
185 -[[image:attach:Cross-ABOVE.PNG||height="500" width="391"]][[image:attach:Cross-PERSPECTIVE.PNG||height="500" width="413"]]
221 +* Turm offline  [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_OFF.JPG?version=1&modificationDate=1544460546000&api=v2]]: Wird keine Maßnahmen ergreifen.
222 +* Turm online  [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_ON.JPG?version=1&modificationDate=1544460556000&api=v2]]: Trifft die folgenden Maßnahmen:\\
223 +** Feinde angreifen  [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_attack.JPG?version=1&modificationDate=1544460579000&api=v2]]: Angriffe auf alle Feinde durchführen
224 +** Ziel-Ziel  [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_hold_fire.JPG?version=1&modificationDate=1544460590000&api=v2]]: Greift das ausgewählte Ziel nur an, wenn es feindlich ist.
225 +** Schiff verteidigen  [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_defned.JPG?version=1&modificationDate=1544460599000&api=v2]]: Schiesst auf Objekte zurück, die das Schiff angreifen (keine Raketen).
226 +** Raketenabwehr [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_missiles.JPG?version=1&modificationDate=1544460624000&api=v2]]: (% class="confluence-link" %)Versucht nur, ankommende Raketen abzufangen (keine Schiffe) -[X3 'Nur Raketen' Modus].
227 +** Asteroiden brechen [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_mining.JPG?version=1&modificationDate=1544460640000&api=v2]]: Unterstützt den [[Abbau von festen Materialien>>doc:Trading And Mining]].
186 186  
187 -==== Eagle (4 stars) ====
229 +==== HUD-Kontrollen für Türme auf mittelgroßen Schiffen: ====
188 188  
189 -[[image:attach:Eagle-ABOVE.PNG||height="280" width="290"]][[image:attach:Eagle-PERSPECTIVE.PNG||height="280" width="411"]]
231 +* (((
232 +Je nach Schiffsmodell können 2-4 Türme vorhanden sein.
233 +)))
234 +* Die Symbole für die Einstellungen pro Turm befinden sich in der oberen Mitte des Bildschirms:
190 190  
191 -==== Echelon (5 stars) ====
236 +(% style="margin-left: 30.0px;" %)
237 +[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_2.JPG?version=1&modificationDate=1546247464000&api=v2]]
192 192  
193 -[[image:attach:Echelon-ABOVE.PNG||height="500" width="520"]][[image:attach:Echelon-PERSPECTIVE.PNG||height="100" width="500"]]
239 +==== Volle Kontrolle für alle Schiffe: ====
194 194  
195 -==== Forward Cross (2 stars) ====
241 +* Anpassbare Turmsteuerungen für alle Schiffe
242 +* Jeder Turm oder jede Turmgruppe (pairs of Mediums),hat Einstellungen:
243 +** Jede Einstellung bietet die gleichen Optionen wie die oben genannten HUD-Steuerelemente.
244 +** Zusätzlich gibt es eine Einstellung, die es erlaubt,** eine Option auf alle Türme anzuwenden**.
245 +* An zwei Stellen über Dropdown-Menüs verfügbar:\\
246 +** **Gesteuertes Schiff: Schiffsmenü** (klicken Sie auf das Chevron in der oberen Mitte des Bildschirms):
247 +[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info.JPG?version=2&modificationDate=1546247498000&api=v2]]
248 +** **Alle Schiffe im Besitz: Schiffsinfo-Menü** (die Konfigurationseinstellungen für das Turmverhalten befinden sich in der Nähe des unteren Bereichs):
249 +[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_3.JPG?version=1&modificationDate=1546247518000&api=v2]]
196 196  
197 -[[image:attach:Forward Cross-ABOVE.PNG||height="380" width="360"]][[image:attach:Forward Cross-PERSPECTIVE.PNG||height="380" width="430"]]
251 +== Verteidigungsdrohnen ==
198 198  
199 -==== Forward X-shape (2 stars) ====
253 +Diese kleinen Boote können für Schiffe mit kleinen Docks (Fregatten, L und XL-Schiffe) ausgerüstet und von diesen eingesetzt werden.
200 200  
201 -[[image:attach:Forward X-shape-ABOVE.PNG||height="400" width="419"]][[image:attach:Forward X-shape-PERSPECTIVE.PNG||height="400" width="408"]]
255 +Zusammenfassung der higkeiten:
202 202  
203 -==== Horizontal Dart (5 stars) ====
257 +* Billig (~~15.000 Cr)
258 +* Ausgestattet mit einem Pulslaser Mk1
259 +* Rumpfintegrität auf Scout-Level (1.900 MJ)
260 +* Keine Schutzschilde vorhanden
261 +* Automatisch repariert von ihren Mutterschiffen nach dem Andocken.
204 204  
205 -[[image:attach:Horizontal Dart-ABOVE.PNG||height="480" width="346"]][[image:attach:Horizontal Dart-PERSPECTIVE.PNG||height="480" width="617"]]
263 +== Beute ==
206 206  
207 -==== Inverse Point Guard (3 stars) ====
265 +Das Hacken oder Zerstören von Schiffen und Stationsspeichermodulen führt dazu, dass sie einen Teil ihrer Ladung für andere Schiffe zum Sammeln freigeben. Das Sammeln von Waren, die von einer Station fallen gelassen werden, gilt als Diebstahl, so dass die Station für alle Schiffe, die dies tun, feindselig werden kann. NSC-Schiffe haben auch die Möglichkeit, Waren für das Spielerinventar fallen zu lassen, abhängig von der Art und Fraktion des getöteten Schiffes.
208 208  
209 -[[image:attach:Inverse Point Guard-ABOVE.PNG||height="330" width="357"]][[image:attach:Inverse Point Guard-PERSPECTIVE.PNG||height="330" width="373"]]
267 +== Flottenmanagement ==
210 210  
211 -==== Inverse V-shape (1 star) ====
269 +Schiffe nnen hierarchische Gruppen bilden.  Ein Anführer gefolgt von mehreren " Wingmen", oft auch als Squad(ron) bezeichnet, aber auch mehrere Ebenen tief, sobald ein Anführer einer Gruppe selbst den Anweisungen eines anderen Anführers folgt.
212 212  
213 -[[image:attach:Inverse V-shape-ABOVE.PNG||height="500" width="411"]][[image:attach:Inverse V-shape-PERSPECTIVE.PNG||height="263" width="500"]]
271 +Die Einrichtung einer solchen Flotte erfolgt am einfachsten, indem Sie ein oder mehrere Schiffe auswählen, die die Wingmen auf der Karte sein sollen, und dann mit der rechten Maustaste auf das neue Führungsschiff klicken. Das Kontextmenü zeigt nun Optionen zur Zuweisung, wie z.B. das neue Verhalten, um dieses Führungsschiff zu VERTEIDIGEN. Wenn Sie diese Option wählen, werden alle diese Schiffe in die Hierarchie dieses Anführers verschoben. Ein Plus + Symbol erscheint nun vor dem Führungsschiff in der OBJEKTLISTE sowie in den Menüs IM BESITZ am Rand der Karte.
214 214  
215 -==== Line Abreast (0 star) ====
273 +Schiffe, die sich in einem solchen Squad oder einer solchen Flotte befinden, können weiterhin explizite Spieleraufträge erhalten und ausführen. Diese Befehle überschreiben ihr aktuelles Verhalten, um ihrem " Vorgesetzten " für ihre Dauer zu folgen. Auf diese Weise kann ein Spieler jedes Schiff für einen Handel nutzen oder die Ziele während eines Kampfes überschreiben.
216 216  
217 -[[image:attach:Line Abreast-ABOVE.PNG||height="500" width="150"]][[image:attach:Line Abreast-PERSPECTIVE.PNG||height="500" width="573"]]
275 +Wenn sich Schiffe in einem Squad oder einer Flotte befinden, können sie auch in Formationen fliegen. Das Befehlsmenü des Anführers erlaubt die Auswahl der aktuell verwendeten Formation.
276 +{{/sv-translation}}
218 218  
219 -==== Line Astern (0 star) ====
278 +{{sv-translation language="it"}}
279 +La storia è da sempre scritta dai vincitori e grandi tesori attendono coloro disposti a giudicarseli con la forza. Che sia per difendere i mercantili del giocatore dagli assalti pirata o la conquista della galassia, ci sarà sempre un motivo per essere armati e pericolosi. Alcune battaglie finiranno in distruzione, mentre altre porteranno alla (% class="confluence-link" %) cattura di navi o alla conquista di interi settori[[doc:Capturing Ships And Sectors]](%%).
220 220  
221 -[[image:attach:Line Astern-ABOVE.PNG||height="165" width="500"]][[image:attach:Line Astern-PERSPECTIVE.PNG||height="165" width="369"]]
281 +== Combattimento ==
222 222  
223 -==== Point Guard (3 stars) ====
283 +Le (% class="confluence-link" %) navi armate[[doc:Purchasing And Upgrading Ships]](%%) con armi frontali, torrette e Droni da Difesa possono attaccare e danneggiare altre navi. Gli scudi assorbiranno i danni consumandosi, ma si ricaricheranno dopo un breve periodo senza subire ulteriori danni. Alcuni scudi proteggono l'intero scafo della nave mentre altri sono capaci di proteggere gli elementi di superficie nelle vicinanze, soprattutto sulle navi più grandi.
224 224  
225 -[[image:attach:Point Guard-ABOVE.PNG||height="250" width="194"]][[image:attach:Point Guard-PERSPECTIVE.PNG||height="250" width="255"]]
285 +I singoli elementi di superficie sulle navi [[Grandi e Molto Grandi>>doc:Ships And The Playership]] possono essere selezionati e disabilitati, tuttavia questi potrebbero anche avere il loro scudo indipendente. Una volta che gli scudi sono completamente scarichi, la nave e gli elementi di superficie inizieranno a subire danno al loro scafo dall'impatto di nuovi colpi. Se la resistenza ai danni di un elemento di superficie raggiunge lo zero, questo viene disabilitato fino alla sua riparazione; se invece è l'integrità dello scafo della nave a raggiungere lo zero, questa esploderà. Se la nave è anche la nave del giocatore, la sua esplosione porterà al termine della partita.
226 226  
227 -==== Semicircle (0 star) ====
287 +Il giocatore è libero di (% class="confluence-link" %) personalizzare[[doc:Purchasing And Upgrading Ships]](%%) la configurazione delle torrette e delle armi principali di tutte le navi. Questo permette al giocatore di adattare le navi, o le loro sotto-sezioni, a dei ruoli specifici, per esempio con armi devastanti dalla lunga portata o più accurate e letali armi a corto raggio. Molte navi hanno dei punti ciechi da cui non possono difendersi rendendoli posti ideali in cui manovrare per le navi ostili. Anche se una singola nave può essere letale negli scontri uno-contro-uno, schierare un numero maggiore di navi è un altro modo per vincere le battaglie.
228 228  
229 -[[image:attach:Semicircle-ABOVE.PNG||height="200" width="204"]][[image:attach:Semicircle-PERSPECTIVE.PNG||height="200" width="294"]]
289 +== Tipi di Armi ==
230 230  
231 -==== Triangle (1 star) ====
291 +Le armi si suddividono generalmente in 5 categorie:
232 232  
233 -[[image:attach:Triangle-ABOVE.PNG||height="250" width="250"]][[image:attach:Triangle-PERSPECTIVE.PNG||height="250" width="344"]]
293 +|=(((
294 +Categoria
295 +)))|=(% colspan="1" %)(% colspan="1" %)
296 +(((
297 +[[Classi>>doc:Ships And The Playership]]
298 +)))|=(((
299 +Descrizione
300 +)))
301 +|(((
302 +Armi Primarie
303 +)))|(% colspan="1" %)(% colspan="1" %)
304 +(((
305 +S, M, L
306 +)))|(((
307 +Armi frontali ad energia, controllabili direttamente dal giocatore.
308 +)))
309 +|(((
310 +Lanciatori Secondari
311 +)))|(% colspan="1" %)(% colspan="1" %)
312 +(((
313 +S, M
314 +)))|(((
315 +Armi frontali per il lancio di missili, controllabili direttamente dal giocatore.
316 +)))
317 +|(((
318 +Torrette
319 +)))|(% colspan="1" %)(% colspan="1" %)
320 +(((
321 +M, L, XL
322 +)))|(((
323 +Torrette difensive controllate dall'equipaggio.
324 +)))
325 +|(((
326 +Torrette Missilistiche
327 +)))|(% colspan="1" %)(% colspan="1" %)
328 +(((
329 +L, XL
330 +)))|(((
331 +Torrette difensive controllate dall'equipaggio per il lancio di missili.
332 +)))
333 +|(((
334 +Droni da Difesa
335 +)))|(% colspan="1" %)(% colspan="1" %)
336 +(((
337 +M, L, XL
338 +)))|(((
339 +Unità schierate automaticamente per la difesa e la protezione della nave madre.
340 +)))
234 234  
235 -==== Twin (4 stars) ====
342 +== Utilizzo delle armi ==
236 236  
237 -[[image:attach:Twin-ABOVE.PNG||height="230" width="437"]][[image:attach:Twin-PERSPECTIVE.PNG||height="230" width="209"]]
344 +=== Gruppi di Fuoco ===
238 238  
239 -==== V-shape (1 star) ====
346 +Le navi sotto il controllo diretto del giocatore hanno quattro gruppi di fuoco primari e quattro secondari configurabili a piacere dal giocatore nel **Menu Interazioni Nave**. È possibile avere attivo un solo gruppo di fuoco primario e uno secondario contemporaneamente. I pulsanti di fuoco per i due gruppi di fuoco sono indipendenti.
240 240  
241 -[[image:attach:V-shape-ABOVE.PNG||height="500" width="331"]][[image:attach:V-shape-PERSPECTIVE.PNG||height="500" width="523"]]
348 +=== Armi Principali ===
242 242  
243 -==== Vertical Dart (5 stars) ====
350 +Le impostazioni di gioco contengono un'opzione chiamata **mira assistita** (abilitata di default). Quando attiva, le armi primarie controllate dal giocatore spareranno automaticamente in un punto davanti al bersaglio in modo che i colpi intercettino il bersaglio mentre si muove in quella direzione. Lo stesso approccio viene seguito autonomamente dalla armi montate sulle torrette di una nave. Quando questa modalità non è attiva, o quando si mira manualmente, le armi spareranno verso la posizione indicata dal cursore.
244 244  
245 -[[image:attach:Vertical Dart-ABOVE.PNG||height="186" width="500"]][[image:attach:Vertical Dart-PERSPECTIVE.PNG||height="500" width="429"]]
352 +=== Missili ===
246 246  
247 -==== Vulcan (5 stars) ====
354 +I lanciatori secondari montati sulle armi anteriori spareranno nella direzione del cursore quando equipaggiati con missili balistici. Quando invece vengono utilizzati con missili guidati, i lanciatori secondari mostreranno un indicatore di aggancio sul HUD. L'aggancio di questo missili avviene automaticamente puntando l'attuale bersaglio della nave del giocatore.
248 248  
249 -[[image:attach:Vulcan-ABOVE.PNG||height="500" width="410"]][[image:attach:Vulcan-PERSPECTIVE.PNG||height="500" width="536"]]
356 +Player-controlled (forward-facing), secondary launchers equipped with dumbfire missiles will fire at the cursor's position. When equipped with homing missiles, secondary launchers use a missile lock HUD marker to automatically try and lock on to the playership's target. Secondary launchers are fired with the "L" key.
250 250  
251 -==== W-shape (4 stars) ====
358 +== Gestione del Calore ==
252 252  
253 -[[image:attach:W-shape-ABOVE.PNG||height="470" width="324"]][[image:attach:W-shape-PERSPECTIVE.PNG||height="470" width="562"]]
360 +Quando le armi primarie vengono utilizzate, queste generano calore che la nave deve dissipare per mantenere una certa efficienza durante il combattimento. Quando più armi vengono utilizzate contemporaneamente, una grande quantità di calore viene generata e la nave impiegherà più tempo per dissiparla. La quantità di calore accumulata dalle varie armi viene visualizzata dalla barra di calore alla destra di ogni icona dell'arma nel HUD.
254 254  
255 -==== X-shape (2 stars) ====
362 +==== Accumulo di calore ridotto ====
256 256  
257 -[[image:attach:X-shape-ABOVE.PNG||height="500" width="324"]][[image:attach:X-shape-PERSPECTIVE.PNG||height="500" width="542"]]
364 +[[image:attach:DPS_1.JPG]]
365 +
366 +Con l'utilizzo ridotto per un breve periodo di tempo, l'accumulo di calore non è solitamente un problema. In questo caso si parla di "**Potenza Raffica Arma**" per quanto riguarda il Danno per Secondo (DPS) delle armi. Quando invece il fuoco è mantenuto per lungo tempo, specialmente quando più armi vengono sparate assieme, il calore obbliga le armi primarie a cessare di funzionare temporaneamente. Quando si spara per lunghi periodi fino a surriscaldare le armi, il DPS delle armi è ridotto e indicato dalla voce "**Potenza Prolungata Arma**".
367 +
368 +//Nota: al momento il valore indicato per questa voce nella schermata per l'acquisto/miglioramento delle navi è incorretto.//
369 +
370 +==== **Accumulo di calore elevato** ====
371 +
372 +**[[image:attach:DPS_2.JPG]]
373 +**
374 +
375 +La barra ha quasi raggiunto il limite e viene indicata con un colore arancione.
376 +
377 +==== Surriscaldamento ====
378 +
379 +[[image:attach:DPS_3.JPG]]
380 +
381 +La barra è rossa e le armi sono state disattivate.
382 +
383 +== Impostazioni per le torrette ==
384 +
385 +=== Regole d'Ingaggio ===
386 +
387 +|=(((
388 +Simbolo
389 +)))|=(((
390 +Significato
391 +)))|=(((
392 +Descrizione
393 +)))
394 +|(((
395 +[[image:attach:Turret_OFF.JPG]]
396 +)))|(((
397 +Torretta Offline
398 +)))|(((
399 +La torretta è disattivata e non farà alcuna azione.
400 +)))
401 +|(((
402 +[[image:attach:Turret_ON.JPG]]
403 +)))|(((
404 +Torretta Online
405 +)))|(((
406 +La torretta è attiva e seguirà una delle modalità indicate qui di seguito.
407 +)))
408 +|(% style="text-align: center;" %)(% style="text-align: center;" %)
409 +(((
410 +[[image:attach:Turret_attack.JPG]]
411 +)))|(((
412 +Attacca Tutti i Nemici
413 +)))|(((
414 +La torretta attaccherà ogni nave ostile a portata.
415 +)))
416 +|(% style="text-align: center;" %)(% style="text-align: center;" %)
417 +(((
418 +[[image:attach:Turret_hold_fire.JPG]]
419 +)))|(((
420 +Attacca il Bersaglio Attuale
421 +)))|(((
422 +La torretta attaccherà solamente il bersaglio attuale nel caso in cui sia ostile.
423 +)))
424 +|(% style="text-align: center;" %)(% style="text-align: center;" %)
425 +(((
426 +[[image:attach:Turret_defned.JPG]]
427 +)))|(((
428 +Difendi Nave
429 +)))|(((
430 +La torretta risponderà al fuoco diretto verso la nave (non ai missili).
431 +)))
432 +|(% colspan="1" style="text-align: center;" %)(% colspan="1" style="text-align: center;" %)
433 +(((
434 +[[image:attach:Turret_missiles.JPG]]
435 +)))|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +Difesa Missilistica
438 +)))|(% colspan="1" %)(% colspan="1" %)
439 +(((
440 +La torretta tenterà di intercettare tutti i missili in arrivo (non le navi) [Modalità "Difesa Missili" di X3].
441 +)))
442 +|(% colspan="1" style="text-align: center;" %)(% colspan="1" style="text-align: center;" %)
443 +(((
444 +[[image:attach:Turret_mining.JPG]]
445 +)))|(% colspan="1" %)(% colspan="1" %)
446 +(((
447 +Rompi Asteroidi
448 +)))|(% colspan="1" %)(% colspan="1" %)
449 +(((
450 +Supporto per l'(% class="confluence-link" %) estrazione mineraria[[doc:Trading And Mining]](%%) di materiali solidi dagli asteroidi.
451 +)))
452 +
453 +=== Controllo delle Torrette per le Navi Medie ===
454 +
455 +A dipendenza del modello della nave, possono esserci da 2 a 4 torrette.
456 +
457 +Le impostazioni per singola torretta sono visibili al centro della parte alta dello schermo.
458 +
459 +[[image:attach:Turret_info_2.JPG]]
460 +
461 +=== Controllo Totale per Tutte le Navi ===
462 +
463 +* Controllo personalizzabile per tutte le navi.
464 +* Ogni gruppo di torrette è composto da almeno una torretta:
465 +** Ogni gruppo ha le medesime impostazioni disponibili nei comandi rapidi via HUD.
466 +** Inoltre, è possibile applicare lo stesso comando a tutti i gruppi di torrette contemporaneamente.
467 +* Disponibili in due luoghi distinti tramite menu a tendina:
468 +** Nella nave pilotata, dal **Menu Interazione Nave** 
469 +[[image:attach:Turret_info_3.JPG]]
470 +** Per tutte le navi, nel **Menu Informazioni Nave** (parte bassa delle impostazioni)
471 +[[image:attach:Turret_info.JPG]]
472 +
473 +== Droni da Difesa ==
474 +
475 +Queste piccole navette possono essere equipaggiate per essere operata dalle navi con Attracchi per navi piccole (S), come Fregate (M), Incrociatori (L) e Carrier (XL).
476 +
477 +I droni da difesa sono:
478 +
479 +* economici (~~15'000 Cr),
480 +* dotati di un Laser a Impulsi Mk1,
481 +* scafo comparabile ad uno scout (1'900 MJ),
482 +* non hanno scudi,
483 +* vengono riparati automaticamente dalle loro navi dopo aver attraccato.
484 +
485 +== Bottino ==
486 +
487 +Effettuando l'Hacking o distruggendo navi e magazzini delle stazioni farà espellere nello spazio parte del carico che altre navi potranno raccogliere. Raccogliere la merce rilasciata da una stazione è considerato un furto, e la stazione potrebbe diventare ostile nei confronti delle navi che stanno perpetuando questa azione. Le navi NPC hanno anche la possibilità di abbandonare merce per l'inventario del giocatore, in base al tipo e fazione della nave.
488 +
489 +== Gestione Flotte ==
490 +
491 +Le navi possono essere organizzate in gruppi gerarchici composti da un **leader** seguito da numerosi **gregari**, spesso riferiti come squadroni, ma organizzati in molteplici livelli nel momento in cui un leader può seguire gli ordini di un altro leader.
492 +
493 +Per creare una flotta, il modo più semplice è quello di selezionare, tramite la mappa, più navi che andranno a diventare i gregari di un leader per poi cliccare con il destro sul nuovo leader. Il menu contestuale mostrerà ora le opzioni di **assegnamento** come ad esempio il nuovo comportamento di **difendere** il leader. Selezionando questa opzione farà spostare tutte queste navi nella gerarchia di questo leader. Un simbolo "+" apparirà accanto al leader nella //lista degli oggetti// così come nelle //proprietà possedute// ad indicare la nuova flotta appena creata.
494 +
495 +Le navi che sono in una squadra o una flotta possono ancora ricevere ordini espliciti dal giocatore. Questi ordini andranno a prendere la precedenza sul comportamento rispetto al loro leader per tutta la durata. In questo modo un giocatore può usare qualsiasi nave per un rifornimento rapido o per cambiare il bersaglio a una nave durante una battaglia.
496 +
497 +Quando le navi sono in una squadra o una flotta, possono anche volare in formazione. Il menu di comando del leader permette la selezione della formazione da usare al momento.
498 +
499 +
500 +{{/sv-translation}}
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Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,0 +1,1 @@
1 +81133805
space
... ... @@ -1,0 +1,1 @@
1 +X4WIKI
url
... ... @@ -1,0 +1,1 @@
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/81133805/Combat And Weapons
XWiki.XWikiComments[0]
Comment
... ... @@ -1,3 +1,0 @@
1 ->Break Asteroids
2 -
3 -Could you please explain how this mode works? I have enabled this mode but the turrets seem to be doing nothing. There are all kinds of threads on the internet about them but it seems like nobody has made the break asteroids mode work so far, so some explanation on how to break asteroids with turrets would be super helpful.
Date
... ... @@ -1,1 +1,0 @@
1 -2018-12-23 00:34:57.0
XWiki.XWikiComments[1]
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.DrSuperEvil
Comment
... ... @@ -1,1 +1,0 @@
1 -Turrets get bugged coming out of travel mode so you need to change their settings and then cycle back to the desired one.
Date
... ... @@ -1,1 +1,0 @@
1 -2018-12-23 00:37:46.0
Reply To
... ... @@ -1,1 +1,0 @@
1 -0
XWiki.XWikiComments[2]
Comment
... ... @@ -1,1 +1,0 @@
1 -What do the four boxes for each gun in the ship information tab control?
Date
... ... @@ -1,1 +1,0 @@
1 -2018-12-31 01:18:27.0
XWiki.XWikiComments[3]
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.Sparks
Comment
... ... @@ -1,3 +1,0 @@
1 -I've added 3 additional images to the page. If you mean the drop-down options for each gun that you can see in the new image below the "**All owned ships**: **Ship Info Menu**" bullet, they let you set Rules Of Engagement on a per turret basis.
2 -
3 -See "**HUD Controls for Turrets on Medium ships**" section for short descriptions of the Rules Of Engagement options.
Date
... ... @@ -1,1 +1,0 @@
1 -2018-12-31 10:16:42.0
Reply To
... ... @@ -1,1 +1,0 @@
1 -2
XWiki.XWikiComments[4]
Comment
... ... @@ -1,5 +1,0 @@
1 -What are the keys on the keyboard to fire the Primary weapons?
2 -
3 -I was using space but then somehow on my Cerberus Vanguard space was not firing the guns anymore and I can't figure out how to get that back again.
4 -
5 -Where in the menus can you change the primary weapons firing buttons?
Date
... ... @@ -1,1 +1,0 @@
1 -2018-12-31 22:51:37.0
XWiki.XWikiComments[5]
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.Sparks
Comment
... ... @@ -1,1 +1,0 @@
1 -Space is the key. Please report any problems [[via the forum>>url:https://forum.egosoft.com/viewtopic.php?f=180&t=402324||shape="rect"]] where Devs are likely to see it.
Date
... ... @@ -1,1 +1,0 @@
1 -2019-01-01 09:10:09.0
Reply To
... ... @@ -1,1 +1,0 @@
1 -4
XWiki.XWikiComments[6]
Comment
... ... @@ -1,10 +1,0 @@
1 -Under Ship Information, "Weapon Configuration", Weapon (ie S Pulse Laser Mk1), there are 2 sets of 4 boxes. Labeled Primary and Secondary.
2 -
3 -Those four boxes are where you setup the weapons Primary and Secondary Firegroup.
4 -
5 -You can put the weapon into all 8 firegroups.
6 -
7 -The firegroups are toggled using the numbers: 
8 -
9 -Change Primary Firegroup: 1/2/3/4
10 -Change Secondary Firegroup 5/6/7/8
Date
... ... @@ -1,1 +1,0 @@
1 -2019-01-04 05:35:36.0
Reply To
... ... @@ -1,1 +1,0 @@
1 -2
XWiki.XWikiComments[7]
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.Sparks
Comment
... ... @@ -1,1 +1,0 @@
1 -Thanks for replying with this missing info. I've added that to the page above.
Date
... ... @@ -1,1 +1,0 @@
1 -2019-01-04 10:36:24.0
Reply To
... ... @@ -1,1 +1,0 @@
1 -6
XWiki.XWikiComments[8]
Comment
... ... @@ -1,1 +1,0 @@
1 -How do i command a fleet to get ammo or repairs ?
Date
... ... @@ -1,1 +1,0 @@
1 -2019-01-11 15:00:45.0
XWiki.XWikiComments[9]
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.Sparks
Comment
... ... @@ -1,3 +1,0 @@
1 -You'll need to use either an Equipment Dock, or a Wharf/Shipyard (depending on ship class):
2 -
3 -[[doc:X4 Foundations Wiki.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome]]
Date
... ... @@ -1,1 +1,0 @@
1 -2019-01-11 23:59:14.0
Reply To
... ... @@ -1,1 +1,0 @@
1 -8
XWiki.XWikiComments[10]
Comment
... ... @@ -1,1 +1,0 @@
1 -Yeah I know how to do it for 1 ship at a time but how to i order a group of ships to repair or ammo so I dont have to go through all 50 ships in the fleet 1 at a time ?
Date
... ... @@ -1,1 +1,0 @@
1 -2019-01-12 05:32:31.0
XWiki.XWikiComments[11]
Comment
... ... @@ -1,1 +1,0 @@
1 -How do you name a fleet or is that not possible
Date
... ... @@ -1,1 +1,0 @@
1 -2019-01-25 03:09:39.0
XWiki.XWikiComments[12]
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.eliseeff
Comment
... ... @@ -1,19 +1,0 @@
1 -* Available on two places via drop-down menus:
2 -** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen):
3 -[[image:attach:Turret_info.JPG]]
4 -** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom):
5 -[[image:attach:Turret_info_3.JPG]]
6 -
7 -(% style="color: rgb(255,0,0);" %)**These two pictures are confused with each other.**
8 -
9 -
10 -
11 -~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~**
12 -
13 -== Attacking specific station modules ==
14 -
15 -.....
16 -
17 -* Expand the station's info so that you can see specific modules (see image below)
18 -
19 -(% style="color: rgb(255,0,0);" %)**Need to add the "image below". (% class="tlid-translation translation" lang="en" title="" %)It is currently missing.(%%)**
Date
... ... @@ -1,1 +1,0 @@
1 -2019-05-26 17:42:00.0
XWiki.XWikiComments[13]
Comment
... ... @@ -1,3 +1,0 @@
1 -What's the difference between Defend, Attack, Intercept?
2 -
3 -
Date
... ... @@ -1,1 +1,0 @@
1 -2020-04-06 01:16:01.0
XWiki.XWikiComments[14]
Comment
... ... @@ -1,14 +1,0 @@
1 -Subordinate group modes:
2 - Attack - Ships will attack their commander's target.
3 - Intercept - Ships will attack any hostile non-capital ships that come into their operational range*.
4 - Defend - Prior escort behavior before new modes were implemented. Think of this as automatic mode. Subordinate behavior depends a lot on what their commander is doing at the time.
5 -
6 -Docked - Orders all subordinates in the specified group to dock and ignore all targets (% class="text-italics" %)//including their commanders' attackers//(%%). Does not affect ships that are unable to dock at their commander.
7 - Launched - Orders all subordinates in the specified group to act on their specified behavior. (Note that for fighters subordinate to a carrier, this may mean that they stay docked at their commander.)
8 - On those last two, please note the bug acknowledged in the post right above this one. You should get the fix for that bug in a future update.
9 -
10 -~* Operational range is always their commander's radar range. This was implemented this way for clarity since this is what you see as what your ship is aware of.
11 -
12 -
13 -
14 -Taken from here: [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844>>url:https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844||shape="rect"]]
Date
... ... @@ -1,1 +1,0 @@
1 -2020-04-09 12:15:04.0
XWiki.XWikiComments[15]
Comment
... ... @@ -1,1 +1,0 @@
1 -Also relevant in the context of fleet management: [[doc:X4 Foundations Wiki.Manual and Guides.Objects in the Game Universe.Ship Orders And Behaviours.WebHome]] and [[doc:X4 Foundations Wiki.X4\: Foundations Manual.NPC Behaviours.WebHome]].
Date
... ... @@ -1,1 +1,0 @@
1 -2020-05-15 13:26:10.0
XWiki.XWikiComments[16]
Comment
... ... @@ -1,1 +1,0 @@
1 -hello, somehow I accidentally disabled player-assist 'target target' mode, where I find this setting to activate it again?, I searched in game settings but I didn't find it
Date
... ... @@ -1,1 +1,0 @@
1 -2020-05-29 20:41:32.0
XWiki.XWikiComments[17]
Comment
... ... @@ -1,9 +1,0 @@
1 -Okay there are 32 boxes in the 'Weapons Configuration' panel. The instructions of 'These control the weapons' is obvious given the NAME of the panel...
2 -\\
3 -
4 -**'Those four boxes are where you setup the weapons Primary and Secondary Firegroup.**
5 -
6 -**You can put the weapon into all 8 firegroups.'**
7 -
8 -
9 -\\Great, super, but not good enough to explain to the user how to configure them USING the boxes. The above instruction are basically saying 'weapons are configured using these boxes'. That's great, well done... absolute genius... now continue on this ... HOW are these boxes linked to setting up weapons using the 1234 and 5678 keys? To be honest the fact I have to ask this on a forum of sorts pretty much tells me that I bought the wrong game.  At this stage I will settle for randomly firing one missile into the abyss!
Date
... ... @@ -1,1 +1,0 @@
1 -2021-04-14 03:32:41.0
XWiki.XWikiComments[18]
Comment
... ... @@ -1,1 +1,0 @@
1 -Is 'Aim assist' (in the settings) the same as 'target target' mode?
Date
... ... @@ -1,1 +1,0 @@
1 -2022-02-21 12:34:13.0
XWiki.XWikiComments[19]
Comment
... ... @@ -1,22 +1,0 @@
1 -Can someone explain to me why, when ordering your Commander to attack a station (specifically Xenon), they, plus ALL other L and XL class ships subbed to them, decide that the best way to attack is to go into less than 5km range... thus being hit by the Xenon weapons? All the Destroyers have a main gun range greater than the Xenon station defence range... why don't they keep their distance? Can there be a choice to "approach to 7km and attack" so that, when manoeuvring to get a better shot, the Commander and all Subs CIRCLE around that range?
2 -\\I know this won't help with, say, Paranid as those head-cases have station defences as great as main guns for most other races, but it would make OOS Xenon station mopping up a little easier. Why easier? Oh, simple. Xenon LOVE to place their stations WAY above or WAY below the flat plane of a system. If they are ON the plane, I can micro manage each ship to get to a certain point and then fire. Usually that works well with no or very little hits. Still a pain in the butt when you're ALSO keeping your eyes open for rampaging Is or a fleet of Ks. But it's doable.
3 -\\But when UP or DOWN, it becomes a blazing headache. There is no easy way to move up and down the Y axis. You put your fleet where you want them... then change camera angle to change the Y for each... and by the time they GET where you THINK is right... dead. Too close. Or too far, and when you get them to "Fly too", they are SO far away... they engage Travel Drive and end up... 4 km away. Dead. You can't simply move them a bit closer, step by step, for as soon as you click "travel here", back to the normal plane of the system they go.
4 -\\I don't care if the AI wants to charge in like lunatics for all other factions - hell, it means my Terran Station Turrets get a chance (another bug-bear... too short a range on all Terran Turrets for stations). Have that remain as is.
5 -
6 -\\
7 -
8 -But for the love of heaven (and my sanity) can you implement EITHER:
9 -
10 -\\
11 -
12 -1) a "ship slave system" where if you are piloting the Lead Destroyer/Battleship, your sub Destroyers, etc, match you (as in, remove the AI situation WHEN in formation - the subs are fixed in their formation position and are, by default, part of YOUR ship. If you move left, they will. If you move right, they will. Not just sit there with their thumb up their unmentionable. I'd be happy with them at LEAST following behind me and when I stop they reform. They don't even do that. If I'm in command of the Commander ship of a fleet, I have to micromanage every single frigging sub I have - more than irritating. Slave System would be nice! (With the obvious exceptions of - if something blocks the way of the Sub, AI moves them out of formation (and Slave) and then moves back in to "reattach" to the formation you control)):
13 -
14 -
15 -Or 2) a section of the "Fly to", "Attack Target", etc, commands where you specify "x range or greater" so they stop at a certain point and stay at that point from the centre of the target. Maybe a specific command JUST for stations, if it would be a mess when fighting other ships - but at least getting your forces to do what you want them to do without barrelling into kill range needlessly would be a great help. I know it wouldn't help for most other race stations, but the Xenon are currently decimating the Split in my universe. I'm doing my best with my limited fleet and funds to push them back (bagged an I just now - small ship to destroy most of the hardpoints, sent my 11 destroyers at it, nearly lost one, but phew! Made it with all ships... and a big repair bill). But stations are a pain, especially when so far up or down the Y axis.
16 -\\Sorry if that sounds snarky. It's been a long hard fight to pacify the North-West of my universe today. Cleared three systems, blocked off the two furthest North West with about 500 Mk2 deployable Turrets (watched them shred a K - glorious!)... but had to reload a few saves because of station attack craziness when two of my Paranid ships went "Oh! I wanna move HERE and sit over the thing hurting me so I can fire at it!" Those ships have 10km range main gun, for pete's sakes!
17 -
18 -\\
19 -
20 -Anyhoo... having fun: tho I wish the Xenon in my run were less angry at everything - only 4 days in game have passed. Managed to fix (somewhat) Haviktah's Choice, so the Argon can rebuild... but the Split? Thought they were a warrior race. The Free Families managed to kill the Xenon to their absolute East, and are holding out against those who have destroyed most of the Patriarchy. Only two of those systems remains. TWO. Well, technically four, but those two (above Heretics End) are down to three stations a piece, and no Defence Stations. Grey Sectors. No ships moving. Just six terrified stations hoping my defences hold for a bit. Cut off from the other two Patriarch sectors as well! And don't mention the two sectors of Paranid God Realm to the North... they died before I even discovered them. I said a prayer... then left those systems in Xenon hands and blocked off the gates.
21 -\\And the Teladi are now getting it in the north! They are about as useful in a fight as a wet tissue... but they have some guts, at least. No issues down south with the Paranid, or Antigone, or Teladi at the south. Those Xenon must be on recharge, or something! But in the North?
22 -\\So much for a nice quiet game of building stations and trading my way to riches. I never intended to prep for war so early. Only got 7 stations! Taking me forever to do anything.
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1 -2022-09-07 02:17:08.0