mirror of
https://github.com/EDCD/coriolis.git
synced 2025-12-08 22:33:24 +00:00
407 lines
32 KiB
JSON
407 lines
32 KiB
JSON
{
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"PHRASE_ALT_ALL": "按住Alt后单击可填充所有的可选模组位",
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"PHRASE_BACKUP_DESC": "备份所有Coriolis数据以保存或转移到其他浏览器或设备",
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"PHRASE_CONFIRMATION": "你是否确定?",
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"PHRASE_EXPORT_DESC": "导出一个详细的JSON文件,以供你用于其他网站或者工具",
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"PHRASE_FASTEST_RANGE": "连续最大跳跃距离",
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"PHRASE_IMPORT": "粘贴JSON数据到此以导入",
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"PHRASE_LADEN": "船体质量 + 燃料 + 货物",
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"PHRASE_NO_BUILDS": "没有加入对比的配船方案!",
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"PHRASE_NO_RETROCH": "没有改变的模组!",
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"PHRASE_SELECT_BUILDS": "选择配船方案以比较",
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"PHRASE_SG_RECHARGE": "从50%到100%的充能时间,假设所有能量都分配给系统",
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"PHRASE_SG_RECOVER": "从0%到50%的充能时间,假设所有能量都分配给系统",
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"PHRASE_UNLADEN": "飞船质量不包含燃料与货物",
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"PHRASE_UPDATE_RDY": "有可用的更新!单机以更新。",
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"PHRASE_ENGAGEMENT_RANGE": "你与目标之间的距离",
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"PHRASE_SELECT_BLUEPRINT": "单机以选择一个改装蓝图",
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"PHRASE_BLUEPRINT_WORST": "把这个蓝图的主要值设为最差",
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"PHRASE_BLUEPRINT_FIFTY": "把这个蓝图的主要值设为50%",
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"PHRASE_BLUEPRINT_RANDOM": "把这个蓝图的主要值设为随机",
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"PHRASE_BLUEPRINT_BEST": "把这个蓝图的主要值设为最高",
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"PHRASE_BLUEPRINT_RESET": "移除所有改装和蓝图",
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"PHRASE_SELECT_SPECIAL": "单机以选择一个实验性效果",
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"PHRASE_NO_SPECIAL": "无实验性效果",
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"PHRASE_SHOPPING_LIST": "查看卖这个配船方案的空间站",
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"PHRASE_SHOPPING_MATS": "查看这个配船方案需要的材料",
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"PHRASE_REFIT_SHOPPING_LIST": "查看卖这些模组的空间站",
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"PHRASE_TOTAL_EFFECTIVE_SHIELD": "可承受来自每种伤害的总伤害,如果使用全部的护盾电池",
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"PHRASE_TIME_TO_LOSE_SHIELDS": "护盾能坚持的时间",
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"PHRASE_TIME_TO_RECOVER_SHIELDS": "破盾后恢复时间",
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"PHRASE_TIME_TO_RECHARGE_SHIELDS": "护盾充满时间",
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"PHRASE_SHIELD_SOURCES": "护盾能量供应来源的细分",
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"PHRASE_EFFECTIVE_SHIELD": "对抗不同伤害类型的有效护盾强度",
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"PHRASE_ARMOUR_SOURCES": "护甲来源的细分",
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"PHRASE_EFFECTIVE_ARMOUR": "对抗不同伤害类型的有效护甲强度",
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"PHRASE_DAMAGE_TAKEN": "不同伤害类型造成的绝对伤害值的百分比",
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"PHRASE_TIME_TO_LOSE_ARMOUR": "护甲能坚持的时间",
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"PHRASE_MODULE_PROTECTION_EXTERNAL": "对武器挂点的防护",
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"PHRASE_MODULE_PROTECTION_INTERNAL": "对其他模组的防护",
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"PHRASE_OVERALL_DAMAGE": "对每秒持续伤害来源的细分",
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"PHRASE_SHIELD_DAMAGE": "对护盾的每秒持续伤害来源的细分",
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"PHRASE_ARMOUR_DAMAGE": "对护甲的每秒持续伤害来源的细分",
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"PHRASE_TIME_TO_REMOVE_SHIELDS": "击破护盾时间",
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"PHRASE_MULTI_CREW_CAPACITOR_POINTS": "右击一个电容器以分配多人船员的电容点数",
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"TT_TIME_TO_REMOVE_SHIELDS": "所有武器持续发射时",
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"PHRASE_TIME_TO_REMOVE_ARMOUR": "击破护甲时间",
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"TT_TIME_TO_REMOVE_ARMOUR": "所有武器持续发射时",
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"PHRASE_TIME_TO_DRAIN_WEP": "武器电容耗尽时间",
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"TT_TIME_TO_DRAIN_WEP": "武器齐射时,耗尽武器电容量所需要的时间",
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"TT_TIME_TO_LOSE_SHIELDS": "对抗对手所有武器的持续攻击",
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"TT_TIME_TO_LOSE_ARMOUR": "对抗对手所有武器的持续攻击",
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"TT_MODULE_ARMOUR": "可吸收的模组伤害值",
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"TT_MODULE_PROTECTION_EXTERNAL": "由模组加固装备吸收的模组伤害比率",
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"TT_MODULE_PROTECTION_INTERNAL": "由模组加固装备吸收的模组伤害比率",
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"TT_EFFECTIVE_SDPS_SHIELDS": "实际的每秒持续伤害",
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"TT_EFFECTIVENESS_SHIELDS": "间隔0m攻击一个0抗性系统分配0格的目标的有效性比较",
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"TT_EFFECTIVE_SDPS_ARMOUR": "实际的每秒持续伤害",
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"TT_EFFECTIVENESS_ARMOUR": "间隔0m攻击一个0抗性的目标的有效性比较",
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"PHRASE_EFFECTIVE_SDPS_SHIELDS": "对护盾的每秒持续伤害",
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"PHRASE_EFFECTIVE_SDPS_ARMOUR": "对护甲的每秒持续伤害",
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"TT_SUMMARY_SPEED": "给推进器分配4格能量值且满燃料",
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"TT_SUMMARY_SPEED_NONFUNCTIONAL": "推进器被关闭或者飞船满燃料满载时的总质量超出推进器最大可推进质量",
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"TT_SUMMARY_BOOST": "给推进器分配4格能量值且满燃料",
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"TT_SUMMARY_BOOST_INTERVAL": "给推进器分配4格能量值时,每次助推间隔时间",
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"TT_SUMMARY_BOOST_NONFUNCTIONAL": "配电器无法提供足够的能量以供助推",
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"TT_SUMMARY_SHIELDS": "护盾的绝对值,包含增幅装置",
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"TT_SUMMARY_SHIELDS_SCB": "护盾的绝对值,包含增幅装置和护盾电池",
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"TT_SUMMARY_SHIELDS_NONFUNCTIONAL": "无护盾或者护盾被关闭",
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"TT_SUMMARY_INTEGRITY": "飞船的强度,包括船壁和船体加固装置",
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"TT_SUMMARY_HULL_MASS": "不包含任何模组质量的飞船质量",
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"TT_SUMMARY_UNLADEN_MASS": "无燃料空载时飞船的总质量",
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"TT_SUMMARY_LADEN_MASS": "满燃料满载时飞船的总质量",
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"TT_SUMMARY_DPS": "武器齐射时每秒钟造成的伤害",
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"TT_SUMMARY_EPS": "武器齐射时,每秒钟消耗武器电容量的能量值",
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"TT_SUMMARY_TTD": "给武器分配4格能量值,武器齐射时,耗尽武器电容量所需要的时间",
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"TT_SUMMARY_MAX_SINGLE_JUMP": "空载且只携带刚好足够本次跳跃的燃料的时候,可以跳跃的最长距离",
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"TT_SUMMARY_UNLADEN_SINGLE_JUMP": "满燃料空载的时候,可以跳跃的最长距离",
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"TT_SUMMARY_LADEN_SINGLE_JUMP": "满燃料满载的时候,可以跳跃的最长距离",
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"TT_SUMMARY_UNLADEN_TOTAL_JUMP": "满燃料空载的时候,每次跳跃最长距离时的总计跳跃距离",
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"TT_SUMMARY_LADEN_TOTAL_JUMP": "满燃料满载的时候,每次跳跃最长距离时的总计跳跃距离",
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"HELP_MODIFICATIONS_MENU": "单机一个数字以输入新的数值,或者左右拖动以进行微调",
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"core internal": "核心部件",
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"hardpoints": "武器挂点",
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"optional internal": "可选部件",
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"utility mounts": "多用挂件",
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"ships": "飞船",
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"builds": "已存配船",
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"compare": "对比",
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"none created": "无已创建对比",
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"compare all": "对比全部",
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"create new": "创建新的",
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"announcements": "公告",
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"settings": "设置",
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"language": "语言(Language)",
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"tooltips": "工具提示",
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"module resistances": "模组抗性",
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"standard": "标准",
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"alpha": "A测",
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"beta": "B测",
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"discount": "折扣",
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"comparisons": "对比",
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"backup": "备份",
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"detailed export": "详细导出",
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"upload all builds to orbis": "上传全部配船到Orbis",
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"import": "导入",
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"delete all": "全部删除",
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"about": "关于",
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"Enter Name": "输入名称",
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"save": "保存",
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"rename": "重命名",
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"reload": "重新加载",
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"delete": "删除",
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"reset": "重置",
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"export": "导出",
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"shortlink": "分享",
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"federation rank required": "购买该飞船所需要的最低联邦军衔",
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"empire rank required": "购买该飞船所需要的最低帝国军衔",
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"horizons": "地平线",
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"horizons required": "只适用于购买了《精英危险:地平线》扩展包的玩家",
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"horizons early adoption": "地平线预购者",
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"horizons early adoption required": "只适用于预先购买了《精英危险:地平线》的玩家",
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"ship": "飞船",
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"manufacturer": "制造商",
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"cost": "花费",
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"size": "尺寸",
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"small": "小型",
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"medium": "中型",
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"large": "大型",
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"crew": "船员",
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"MLF": "质锁",
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"mass lock factor": "质量锁定因数",
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"agility": "灵活度",
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"hrd": "硬度",
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"hardness": "飞船船壁的硬度",
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"hull hardness": "飞船船壁的硬度",
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"hull": "船体",
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"base": "基础",
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"speed": "速度",
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"boost": "助推",
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"armour": "护甲",
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"max": "最大",
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"jump": "跳跃",
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"cargo": "货舱",
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"pax": "客舱",
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"passenger capacity": "客舱容量",
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"core module classes": "核心模组等级",
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"internal compartments": "内部隔舱",
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"jump range": "跳跃范围",
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"unladen": "空载",
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"laden": "满载",
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"total unladen": "空载总距离",
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"total laden": "满载总距离",
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"shield": "护盾",
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"integrity": "强度",
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"mass": "质量",
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"boost interval": "推进时间",
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"resting heat (Beta)": "待机热量(测试)",
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"No Shield": "无护盾",
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"resistance": "抗性",
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"HP": "生命点",
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"absolute": "绝对",
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"explosive": "爆炸",
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"kinetic": "动能",
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"thermal": "热能",
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"caustic": "侵蚀",
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"recovery": "破盾恢复",
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"recharge": "充满",
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"raw module armour": "绝对模组护甲",
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"internal protection": "内部模组防护",
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"external protection": "外部模组防护",
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"ship control": "飞船控制",
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"SYS": "系统",
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"WEP": "武器",
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"ENG": "推进",
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"RST": "重置",
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"fuel carried": "燃料载量",
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"cargo carried": "货物载量",
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"opponent": "对手",
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"stock": "原厂",
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"engagement range": "交火距离",
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"power and costs": "能量和价格",
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"module": "模组",
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"type": "类型",
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"pri": "主次",
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"PWR": "能量",
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"ret": "收起",
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"dep": "部署",
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"retracted": "收起",
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"deployed": "部署",
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"costs": "价格",
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"modules": "模组",
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"credits": "信用点",
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"total": "总计",
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"insurance": "保险",
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"retrofit costs": "改装花费",
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"sell": "出售",
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"buy": "购买",
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"net cost": "净花费",
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"retrofit from": "改装自",
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"Stock": "原厂",
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"reload costs": "弹药花费",
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"qty": "数量",
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"unit cost": "单价",
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"subtotal": "合计",
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"limpets": "Limpets",
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"profiles": "数据",
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"engine profile": "推进器数据",
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"fsd profile": "FSD数据",
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"movement profile": "灵活度数据",
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"damage to opponent's shields": "给予对手护盾的伤害",
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"damage to opponent's hull": "给予对手船体的伤害",
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"maximum speed": "最大速度",
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"maximum range": "最大范围",
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"sdps": "每秒的持续伤害",
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"offence": "攻击",
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"weapon": "武器",
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"overall": "总体",
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"opponent's shields": "对手的护盾",
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"opponent's armour": "对手的护甲",
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"offence metrics": "攻击指标",
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"overall damage": "总伤害",
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"shield damage sources": "护盾伤害来源",
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"armour damage sources": "护甲伤害来源",
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"tab_defence": "防御",
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"shield metrics": "护盾指标",
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"raw shield strength": "绝对护盾强度",
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"shield sources": "护盾来源",
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"generator": "护盾发生器",
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"boosters": "增幅装置",
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"power distributor": "配电器",
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"cells": "护盾电池",
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"shield addition": "护盾加成",
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"damage taken": "所受伤害",
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"effective shield": "有效护盾",
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"armour metrics": "护甲指标",
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"raw armour strength": "绝对护甲强度",
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"armour sources": "护甲来源",
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"bulkheads": "船壁",
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"reinforcement": "加固装置",
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"effective armour": "有效护甲",
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"ever": "永远",
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"never": "永不",
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"empty": "空",
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"emptyrestricted": "空 (受限制)",
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"empty all": "全部清空",
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"Maximize Jump Range": "最大跳跃范围",
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"roles": "角色",
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"Multi-purpose": "多功能",
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"Combat": "战斗",
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"Trader": "贸易",
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"Explorer": "探索",
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"Planetary Explorer": "星球探索",
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"Miner": "采矿",
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"Racer": "竞速",
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"secs": "s",
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"fixed": "固定式",
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"gimballed": "追踪式",
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"turreted": "炮台式",
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"explres": "爆炸抗性",
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"kinres": "动能抗性",
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"thermres": "热能抗性",
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"causres": "侵蚀抗性",
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"efficiency": "效率",
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"pgen": "发电量",
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"power": "能量消耗",
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"minimum mass": "最小船体质量",
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"optimal mass": "最佳船体质量",
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"max mass": "最大船体质量",
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"optimal multiplier": "最佳性能倍率",
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"time": "时间",
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"range_s": "平均范围",
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"ammunition": "弹药",
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"repair": "修复",
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"facinglimit": "拦截角度",
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"ranget": "范围",
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"rate": "速率",
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"refuel time": "加满时间",
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"bays": "舱位",
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"rebuildsperbay": "每舱位重组数",
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"range": "射程",
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"passengers": "乘客",
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"bins": "个精炼仓",
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"optmass": "最佳船体质量",
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"maxmass": "最大船体质量",
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"minmass": "最小船体质量",
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"regen": "恢复速率",
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"brokenregen": "破盾恢复速率",
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"spinup": "启动延迟",
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"duration": "持续时间",
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"shield cells": "护盾电池",
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"shieldreinforcement": "护盾容量",
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"protection": "防护",
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"hacktime": "骇入时间",
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"jump addition": "跳跃加成",
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"dps": "每秒的伤害",
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"dpssdps": "每秒的伤害(每秒的持续伤害)",
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"shotdmg": "单发伤害",
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"eps": "每秒的能量消耗",
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"epsseps": "每秒的能量消耗 (每秒的持续能量消耗)",
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"hps": "每秒的热量负载",
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"hpsshps": "每秒的热量负载 (每秒的持续热量负载)",
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"dpe": "每消耗1MJ能量造成的伤害",
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"rof": "射速",
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"ROF": "射速",
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"falloff": "衰减",
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"wep_reload": "换弹夹",
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"shotspeed": "弹药速度",
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"piercing": "穿甲",
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"jitter": "抖动",
|
||
|
||
"scantime": "扫描时间",
|
||
"scan range": "扫描范围",
|
||
"max angle": "最大角度",
|
||
|
||
"modifications": "改装",
|
||
"feature": "改变",
|
||
"current": "当前",
|
||
"worst": "最差",
|
||
"best": "最好",
|
||
"mroll": "结果",
|
||
"random": "随机",
|
||
"component": "材料",
|
||
"amount": "数量",
|
||
"engineers": "工程师",
|
||
"grade": "等级",
|
||
"ammo": "最大载弹数",
|
||
"angle": "扫描角度",
|
||
"boot": "启动时间",
|
||
"burst": "多重点射",
|
||
"burstrof": "点射速率",
|
||
"clip": "弹夹容量",
|
||
"damage": "伤害",
|
||
"distdraw": "配电器消耗",
|
||
"eff": "效率",
|
||
"engcap": "推进器电容量",
|
||
"engrate": "推进器充能速率",
|
||
"fallofffromrange": "衰减距离",
|
||
"hullboost": "船壁增强",
|
||
"hullreinforcement": "船体加固装置",
|
||
"maxfuel": "每次跳跃可用的最大燃料量",
|
||
"optmul": "最佳性能倍率",
|
||
"syscap": "系统电容量",
|
||
"sysrate": "系统充能速率",
|
||
"wepcap": "武器电容量",
|
||
"weprate": "武器充能速率",
|
||
"thermload": "热量负荷",
|
||
"proberadius": "探测半径",
|
||
"shieldboost": "护盾增幅",
|
||
|
||
"comparison": "比较",
|
||
"added": "已添加",
|
||
"ok": "确认",
|
||
"cancel": "取消",
|
||
"forum": "论坛",
|
||
"close": "关闭",
|
||
"permalink": "分享",
|
||
"URL": "链接",
|
||
"shortened": "短链接",
|
||
"farthest range": "最长距离",
|
||
"Sustained DPS": "持续DPS",
|
||
"build": "配置名",
|
||
"thrusters": "推进器",
|
||
"full tank": "空载",
|
||
"pitch": "俯仰",
|
||
"roll": "翻滚",
|
||
"yaw": "转向",
|
||
"available": "可用",
|
||
"proceed": "继续",
|
||
"build name": "飞船配置名",
|
||
"action": "动作",
|
||
"create": "创建",
|
||
"overwrite": "覆盖",
|
||
"edit data": "编辑数据",
|
||
"yes": "是",
|
||
"no": "否",
|
||
"Log in / signup to Orbis": "登录/注册Orbis账号",
|
||
"success": "成功",
|
||
"upload to orbis": "上传至Orbis",
|
||
"Orbis link": "Orbis链接",
|
||
"Grade 1 rolls ": "等级1尝试次数:",
|
||
"Grade 2 rolls ": "等级2尝试次数:",
|
||
"Grade 3 rolls ": "等级3尝试次数:",
|
||
"Grade 4 rolls ": "等级4尝试次数:",
|
||
"Grade 5 rolls ": "等级5尝试次数:",
|
||
"CMDR Name": "指挥官名称",
|
||
"PHRASE_FAIL_EDENGINEER": "发送到EDEngineer失败(启动EDEngineer并确定API已启用然后再刷新本页面。)",
|
||
"PHRASE_FIREFOX_EDENGINEER": "发送到EDEngineer与火狐浏览器不兼容,请切换至谷歌浏览器后重试。",
|
||
"No modded components.": "没有改装的部件",
|
||
"Sending...": "发送中...",
|
||
"Send to EDEngineer": "发送至EDEngineer",
|
||
"Send to EDOMH": "发送至EDOMH",
|
||
"PHASE_UPLOAD_ORBIS": "上传到orbis.zone(测试阶段)",
|
||
"orbis username": "orbis.zone的Email或用户名",
|
||
"orbis password": "orbis.zone的密码",
|
||
"HELP_TEXT": "\n<h1>Introduction</h1>\nCoriolis is a ship builder for Elite: Dangerous. This help file provides you with the information you need to use Coriolis.\n\n<h1>Importing Your Ship Into Coriolis</h1>\nOften, you will want to start with your existing ship in Coriolis and see how particular changes might affect it, for example upgrading your FSD. There are a number of tools that can be used to import your ship without you having to create it manually. This has the added benefit of copying over any engineering modifications that have taken place as well. </p>\n\n<h2>Importing Your Ship From EDDI</h2>\nTo import your ship from EDDI first ensure that your connection to the Frontier servers' companion API is working. To do this check the 'Companion App' tab where you should see \"Your connection to the companion app is operational\". If not then follow the instructions in the companion app tab in EDDI to connect to the Frontier servers.</p>\n\nOnce you have a working companion API connection go to the 'Shipyard' tab. At the right-hand side of each ship is an 'Export to Coriolis' button that will open your default web browser in Coriolis with the ship's build. </p>\n\nNote that Internet Explorer and Edge might not import correctly, due to their internal restrictions on URL length. If you find that this is the case then please change your default browser to Chrome. </p>\n\nAlso, the imported information does not provide any data on the power priority or enabled status of your cargo hatch. Coriolis sets this item to have a power priority of \"5\" and to be disabled by default. You can change this after import in the Power Management section. </p>\n\n<h2>Importing Your Ship From EDMC</h2>\nTo import your ship from EDMC once your connection to the Frontier servers' companion API is working go to 'Settings ->Configuration' and set the 'Preferred Shipyard' to 'Coriolis'. Once this is set up clicking on your ship in the main window will open your default web browser in Coriolis with the ship's build.</p>\n\nNote that Internet Explorer and Edge might not import correctly, due to their internal restrictions on URL length. If you find that this is the case then please change your default browser to Chrome. </p>\n\n<h1>Understanding And Using The Outfitting Panels</h1>\nThe outfitting page is where you will spend most of your time, and contains the information for your ship. Information on each of the panels is provided below. </p>\n\n<h2>Key Values</h2>\nAlong the top of the screen are some of the key values for your build. This is a handy reference for the values, but more information is provided for the values in the further panels. </p>\n\nHere, along with most places in Coriolis, acronyms will have tooltips explaining what they mean. Hover over the acronym to obtain more detail, or look in the glossary at the end of this help.</p>\n\nAll values are the highest possible, assuming that you an optimal setup for that particular value (maximum pips in ENG for speed, minimum fuel for jump range, etc.). This means that these values will not be affected by changes to pip settings. Details of the specific setup for each value are listed in the associated tootip.</p>\n\n<h2>Modules</h2>\nThe next set of panels laid out horizontally across the screen contain the modules you have put in your build. From left to right these are the core modules, the internal modules, the hardpoints and the utility mounts. These represent the available slots in your ship and cannot be altered. Each slot has a class, or size, and in general any module up to a given size can fit in a given slot (exceptions being bulkheads, life support and sensors in core modules and restricted internal slots, which can only take a subset of module depending on their restrictions). </p>\n\nTo add a module to a slot left-click on the slot and select the required module. Only the modules capable of fitting in the selected slot will be shown. </p>\n\nTo remove a module from a slot right-click on the module. </p>\n\nTo move a module from one slot to another drag it. If you instead want to copy the module drag it whilst holding down the 'Alt' key. </p>\n\nClicking on the headings for each set of modules gives you the ability to either select an overall role for your ship (when clicking the core internal header) or a specific module with which you want to fill all applicable slots (when clicking the other headers). </p>\n\n<h2>Ship Controls</h2>\nThe ship controls allow you to set your pips, boost, and amount of fuel and cargo that your build carries. The changes made here will effect the information supplied in the subsequent panels, giving you a clearer view of what effect different changing these items will have. </p>\n\nShip control settings are saved as part of a build. </p>\n\n<h2>Opponent</h2>\nThe opponet selection allows you to choose your opponent. The opponent can be either a stock build of a ship or one of your own saved builds. You can also set the engagement range between you and your opponent. Your selection here will effect the information supplied in the subsequent panels, specifically the Offence and Defence panels. </p>\n\nOpponent settings are saved as part of a build. </p>\n\n<h2>Power and Costs Sub-panels</h2>\n<h3>Power</h3>\nThe power management panel provides information about power usage and priorities. It allows you to enable and disable individual modules, as well as set power priorities for each module. Disabled modules will not be included in the build's statistics, with the exception of Shield Cell Banks as they are usually disabled when not in use and only enabled when required. </p>\n\n<h3>Costs</h3>\nThe costs panel provides information about the costs for each of your modules, and the total cost and insurance for your build. By default Coriolis uses the standard costs, however discounts for your ship, modules and insurance can be altered in the 'Settings' at the top-right of the page.</p>\n\nThe retrofit costs provides information about the costs of changing the base build for your ship, or your saved build, to the current build.</p>\n\nThe reload costs provides information about the costs of reloading your current build.</p>\n\n<h2>Profiles</h2>\nProfiles provide graphs that show the general performance of modules in your build\n\n<h3>Engine Profile</h3>\nThe engine profile panel provides information about the capabilities of your current thrusters. The graph shows you how the maximum speed alters with the overall mass of your build. The vertical dashed line on the graph shows your current mass. Your engine profile can be altered by obtaining different thrusters or engineering your existing thrusters, and you can increase your maximum speed by adding pips to the ENG capacitor as well as reducing the amount of fuel and cargo you are carrying as well as reducing the overall weight of the build. You can also temporarily increase your speed by hitting the boost button. </p>\n\n<h3>FSD Profile</h3>\nThe FSD profile panel provides information about the capabilities of your current frame shift drive. The graph shows you how the maximum jump range alters with the overall mass of your build. The vertical dashed line on the graph shows your current maximum single jump range. Your FSD profile can be altered by obtaining a different FSD or engineering your existing FSD, and you can increase your maximum jump range by reducing the amount of fuel and cargo you are carrying as well as reducing the overall weight of the build, </p>\n\n<h3>Movement Profile</h3>\nThe movement profile panel provides information about the capabilities of your current thrusters with your current overall mass and ENG pips settings. The diagram shows your ability to move and rotate in the different axes:\n\n<dl>\n<dt>Speed</dt><dd>The fastest the ship can move, in metres per second</dd>\n<dt>Pitch</dt><dd>The fastest the ship can raise or lower its nose, in degrees per second</dd>\n<dt>Roll</dt><dd>The fastest the ship can roll its body, in degrees per second</dd>\n<dt>Yaw</dt><dd>The fastest the ship can turn its nose left or right, in degrees per second</dd>\n</dl>\n\nYour movement profile can be altered by obtaining different thrusters or engineering your existing thrusters, and you can increase your movement values by adding pips to the ENG capacitor as well as reducing the amount of fuel and cargo you are carrying as well as reducing the overall weight of the build. You can also temporarily increase your movement profile by hitting the boost button. </p>\n\n<h3>Damage Profile</h3>\nThe damage profile provides two graphs showing how the the build's damage to the opponent's shields and hull change with engagement range. The vertical dashed line on the graph shows your current engagement range. This combines information about the build's weapons with the opponent's shields and hull to provide an accurate picture of sustained damage that can be inflicted on the opponent. </p>\n\n<h2>Offence</h2>\n<h3>Summary</h3>\nThe offence summary provides per-weapon information about sustained damage per second inflicted to shields and hull, along with a measure of effectiveness of that weapon. The effectiveness value has a tooltip that provides a breakdown of the effectiveness, and can include reductions or increases due to range, resistance, and either power distributor (for shields) or hardness (for hull). The final effectiveness value is calculated by multiplying these percentages together. </p>\n\n<h3>Offence Metrics</h3>\nThe offence metrics panel provides information about your offence. </p>\n\nTime to drain is a measure of how quickly your WEP capacitor will drain when firing all weapons. It is affected by the number of pips you have in your WEP capacitor, with more pips resulting in a higher WEP recharge rate and hence a longer time to drain. </p>\n\nThe next value is the time it will take you to remove your opponent's shields. This assumes that you have 100% time on target and that your engagement range stays constant. Note that if your time to remove shields is longer than your time to drain this assumes that you continue firing throughout, inflicting lower damage due to the reduced energy in your WEP capacitor. </p>\n\nThe next value is the time it will take you to remove your opponent's armour. This follows the same logic as the time to remove shields. </p>\n\n<h3>Shield Damage Sources</h3>\nThe shield damage sources provides information about the sources of damage to your opponent by damage type. For each applicable type of damage (absolute explosive, kinetic, thermal) a sustained damage per second value is provided. </p>\n\n<h3>Hull Damage Sources</h3>\nThe hull damage sources provides information about the sources of damage to your opponent by damage type. For each applicable type of damage (absolute explosive, kinetic, thermal) a sustained damage per second value is provided. </p>\n\n<h2>Defence</h2>\n<h3>Shield Metrics</h3>\nThe shield metrics provides information about your shield defence. </p>\n\nRaw shield strength is the sum of the shield from your generator, boosters and shield cell banks. A tooltip provides a breakdown of these values. </p>\n\nThe time the shields will hold for is the time it will take your opponent' to remove your shields. This assumes that they have 100% time on target and that the engagement range stays constant. It also assumes that you fire all of your shield cell banks prior to your shields being lost. </p>\n\nThe time the shields will recover in is the time it will take your shields to go from collapsed (0%) to recovered (50%). This is affected by the number of pips you have in your SYS capacitor. </p>\n\nThe time the shields will recharge in is the time it will take your shields to go from recovered (50%) to full (100%). This is affected by the number of pips you have in your SYS capacitor. </p>\n\n</h3>Shield Sources</h3>\nThis chart provides information about the sources of your shields. For each applicable source of shields (generator, boosters, shield cell banks) a value is provided. </p>\n\n</h3>Damage Taken</h3>\nThis graph shows how the initial damage from the weapons of each type are reduced before their damage is applied to the shields. For each type of damage (absolute, explosive, kinetic, thermal) a percentage of the initial damage is provided. A tooltip provides a breakdown of these values. </p>\n\n</h3>Effective Shield</h3>\nThis graph shows the effective shield for each damage type, found by dividing the raw shield value by the damage taken for that type. </p>\n\n<h3>Armour Metrics</h3>\nThe armour metrics provides information about your armour defence. </p>\n\nRaw armour strength is the sum of the armour from your bulkheads and hull reinforcement packages. A tooltip provides a breakdown of these values. </p>\n\nThe time the armour will hold for is the time it will take your opponent' to take your armour to 0. This assumes that they have 100% time on target, the engagement range stays constant, and that all damage is dealt to the armour rather than modules. </p>\n\nRaw module armour is the sum of the protection from your module reinforcement packages. </p>\n\nProtection for hardpoints is the amount of protection that your module reinforcement packages provide to hardpoints. This percentage of damage to the hardpoints will be diverted to the module reinforcement packages. </p>\n\nProtection for all other modules is the amount of protection that your module reinforcement packages provide to everything other than hardpoints. This percentage of damage to the modules will be diverted to the module reinforcement packages. </p>\n\n</h3>Armour Sources</h3>\nThis chart provides information about the sources of your armour. For each applicable source of shields (bulkheads, hull reinforcement packages) a value is provided. </p>\n\n</h3>Damage Taken</h3>\nThis graph shows how the initial damage from the weapons of each type are reduced before their damage is applied to the armour. For each type of damage (absolute, explosive, kinetic, thermal) a percentage of the initial damage is provided. A tooltip provides a breakdown of these values. </p>\n\n</h3>Effective Armour</h3>\nThis graph shows the effective armour for each damage type, found by dividing the raw armour value by the damage taken for that type. </p>\n\n<h1>Keyboard Shortcuts</h1>\n<dl>\n<dt>Ctrl-b</dt><dd>toggle boost</dd>\n<dt>Ctrl-e</dt><dd>open export dialogue (outfitting page only)</dd>\n<dt>Ctrl-h</dt><dd>open help dialogue</dd>\n<dt>Ctrl-i</dt><dd>open import dialogue</dd>\n<dt>Ctrl-o</dt><dd>open shortlink dialogue</dd>\n<dt>Ctrl-left-arrow</dt><dd>increase SYS capacitor</dd>\n<dt>Ctrl-up-arrow</dt><dd>increase ENG capacitor</dd>\n<dt>Ctrl-right-arrow</dt><dd>increase WEP capacitor</dd>\n<dt>Ctrl-down-arrow</dt><dd>reset power distributor</dd>\n<dt>Esc</dt><dd>close any open dialogue</dd>\n</dl>\n<h1>Glossary</h1>\n<dl>\n<dt>Absolute damage</dt><dd>A type of damage, without any protection. Absolute damage is always dealt at 100% regardless of if the damage is to shields, hull or modules, and irrespective of resistances</dd>\n<dt>DPS</dt><dd>Damage per second; the amount of damage that a weapon or a ship can deal per second to a target under optimum conditions</dd>\n<dt>EPS</dt><dd>Energy per second; the amount of energy that a weapon or a ship drains from the weapons capacitor per second when firing</dd>\n<dt>HPS</dt><dd>Heat per second; the amount of heat that a weapon or a ship generates per second when firing</dd>\n<dt>Effectivness</dt><dd>A comparison of the maximum DPS of a given weapon to the actual DPS of the given weapon in a specific situation. DPS can be reduced by range to the target, the target's hull and shield resistances, and the target's hardness</dd>\n<dt>Explosive damage</dt><dd>A type of damage, protected against by explosive resistance</dd>\n<dt>Hardness</dt><dd>The inherent resistance to damage of a ship's hull. Hardness is defined on a per-ship basis and there is currently nothing that can be done to change it. Hardness of a ship's hull is compared to the piercing of weapons: if piercing is higher than hardness the weapon does 100% damage, otherwise it does a fraction of its damage calculated as piercing/hardness</dd>\n<dt>Falloff</dt><dd>The distance at which a weapons starts to do less damage than its stated DPS</dd>\n<dt>Kinetic damage</dt><dd>A type of damage, protected against by kinetic resistance</dd>\n<dt>SDPS</dt><dd>Sustained damage per second; the amount of damage that a weapon or a ship can deal per second to a target, taking in to account ammunition reload</dd>\n<dt>SEPS</dt><dd>Sustained energy per second; the amount of energy that a weapon or a ship drains from the weapons capacitor per second when firing, taking in to account ammunition reload</dd>\n<dt>SHPS</dt><dd>Sustained heat per second; the amount of heat that a weapon or a ship generates per second when firing, taking in to account ammunition reload</dd>\n<dt>Thermal damage</dt><dd>A type of damage, protected against by thermal resistance</dd>\n</dl>\n\n "
|
||
}
|