Difference between revisions of "Es:Manual:HUD"

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(Misiones)
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==Misiones==
 
==Misiones==
Cuando has aceptado [[Es:Manual:Base interface:Missions|misiones]], esos objetivos de misiones aparecerán al centro a la derecha. Las [[Es:Manual:Base interface:Missions|misiones]] pueden ser vistas desplazándose con las teclas {{Key:EN:PageDown}} y {{Key:EN:PageUp}}.
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Cuando has aceptado [[Es:Manual:Computer:Mission computer|misiones]], esos objetivos de misiones aparecerán al centro a la derecha. Las [[Es:Manual:Computer:Mission computer|misiones]] pueden ser vistas desplazándose con las teclas {{Key:EN:PageDown}} y {{Key:EN:PageUp}}.
  
 
Una vez completados (ó fracasados) los objetivos de una misión, recibirás una comunicación (ver comunicaciones arriba) informándote de los resultados. El objetivo guardado bajo misiones cambiará también de color.
 
Una vez completados (ó fracasados) los objetivos de una misión, recibirás una comunicación (ver comunicaciones arriba) informándote de los resultados. El objetivo guardado bajo misiones cambiará también de color.

Revision as of 15:46, 11 February 2007

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HUD

FIXME Agregar imagen de un HUD





La pantalla (HUD) de la vista de cabina y la de proa es la interfase principal con Vega Strike mientras se está en vuelo. Las áreas individuales de la Pantalla de Proa están discutidas abajo, en orden de derecha a izquierda, de arriba hacia abajo.

Comunicaciones

Las comunicaciones están localizadas arriba a la izquierda del HUD.

En la sección comunicaciones, la primera línea indica tu destino enfocado actual. a un lado está un contador mostrando el tiempo que ha pasado desde que el puerto. Cuando una conversación aparece, lee de izquierda a derecha. El primer indicador es la fuente de origen de la comunicación, seguido de un grupo de vuelo, estación ó base. Lo que sigue es la marca temporal, comenzando por la hora mostrada en el contador cuando se originó la transmisión, seguido por las lineas actuales de la conversación. Las conversaciones tienen un color codificado reflejando tu actual reputación con el objeto que se comunica.

Ver la sección Comunicaciones para más información.

Luces Indicadoras

Localizadas arriba al centro hay tres luces indicadoras:

  • spec.png
    El indicador SPEC muestra cuando el dispositivo SPEC está activado.
  • jump.png
    El indicador Salto debe encenderse para iniciar el dispositivo interestelar. Si está apagado, debes volar manualmente acercándote a un agujero de gusano. Una vez que tienes una distancia cero, esta luz normalmente se activará, amenos que haya algo más previniendo la activación.
  • La luz OVERLOAD indica que tu reactor está en estado crítico, y ¡¡¡Tu nave está a punto de estallar!!!. FIXME se necesita una plantilla.

Cuadros por Segundo

(ED: este es una prueba de control/desarrollo interno del juego que asiste sobre el rendimiento de la computadora durante el juego.)

Misiones

Cuando has aceptado misiones, esos objetivos de misiones aparecerán al centro a la derecha. Las misiones pueden ser vistas desplazándose con las teclas PAGE_DOWN_EN.png y PAGE_UP_EN.png.

Una vez completados (ó fracasados) los objetivos de una misión, recibirás una comunicación (ver comunicaciones arriba) informándote de los resultados. El objetivo guardado bajo misiones cambiará también de color.

Right Video Display Unit (VDU)

This Video Display Unit is activated by use of the key V_EN.png. This key will also cycle through the various selections. These selections are:

  • Object View: displays a 3D representation of the targeted object. If the object is a ship, it also displays a red coloration as the target takes damage, and shield strength with bars that reduce as shields collapse.
  • Navigation: displays printed information on a targeted object, including its location with respect to your position.
  • Communications: displays a list of potential communiqué you may make to your targeted object. A low number is friendlier than a higher number.
  • Target Manifest: displays the cargo manifest of the targeted object.
  • Target Camera: displays a real-time picture of your targeted object from the rear.
  • Target Panning Camera: displays a real-time picture of your targeted object using a panning camera.


To scroll up or down a selected screen, use PAGE_UP_EN.png or PAGE_DOWN_EN.png.

Ship Displays

Located to the Bottom Centre are the ship displays. These include:

  • Scanners: These two circles represent the forward detection array (left) and the rear detection array (right). All detectable objects (ships, bases etc) are represented by dots on this display. If the object is ahead of you, the corresponding dot will appear in the forward display, to the rear in the rear display. Your currently targeted object will appear as a cross. On obtaining Detection Array upgrades, these dots may be color coded to reflect your reputation with the object.
  • Current Velocity: located above the left detection display is the Current Speed Indicator. This indicates the forward velocity of your ship, taking into account overdrive use and changes in direction.
  • Set Velocity: located above the right detection display is the Set Speed Indicator. This indicates the forward velocity your ship travels without changes in direction or after burn.
  • SPEC Velocity: located below the Current Velocity indicator, this displays the multiplication factor the SPEC drive gives to your current speed.
  • Weapon Energy: the red bar located above the detection displays is your energy weapon capacity. Firing energy weapons drains this capacity, but is restored after ceasing fire, provided the reactor has sufficient additional capacity.
  • Jump Energy: the blue bar indicates system drive capacity. Use of both in system and interstellar drives drains this energy. If the energy recorded is insufficient, you cannot activate either drive.
  • Overdrive Fuel: using overdrive consumes additional fuel. To avoid a ship being stranded in space, fuel available for overdrive is limited. Once used, your ship must be refueled at a base.
  • Enemy Lock: This light indicates that an opponent has you target locked.

Shields Display

Located to the bottom left, this display is a 3D representation of your ship. It displays the strength of both your shields and armor. Shield strength can be regenerated provided your reactor has spare capacitance, but armor is finite and must be replenished at a base. Should your ship take enough damage to reduce shields and destroy armor, your internal ship components will take damage, reflected in an increase in red color in the representation. Too much damage will result in ship destruction.

Left Video Display Unit (VDU)

This Video Display Unit is activated by use of the key M_EN.png. This key will also cycle through the various selections. These selections are:

  • Weapon Display: displays your ships currently selected weapons. If your weapons have a finite supply of ammunition (solid state and missile/torpedoes), remaining ammunition is also indicated. You may toggle selected weapons using the key G_EN.png. You may toggle selected missiles and torpedoes using the key W_EN.png.
  • Ship Display: displays a 3D representation of your ship, your flightgroup name, ship hull strength, and whether you have special equipment active or inactive.
  • Cargo Manifest: displays your current cargo, any mission cargo, and upgrades that are stored in your cargo bay. Note that the topmost shown cargo may be ejected.


To scroll up or down a selected screen, use PAGE_UP_EN.png or PAGE_DOWN_EN.png.

Targeting Reticule

In the center of the HUD is a crosshair. This indicates where your weapons are zeroed (i.e. focused to cross and cause the most damage). During combat, you will usually attempt to have your opponent appear in this crosshair when firing.

Where you have a targeted object in your front viewscreen, that object will appear with an open square bracket surrounding it. Where you lock onto your target, the square will be solid. If you have missile lock on your target, a diamond will appear around the square. Lastly, where your ship is fitted with ITTS, a small diamond will appear in front of your targeted object.

Directional Pointer

Where you have locked onto a target, but the target is not currently in your forward view (e.g. target is to the side or behind you), a directional pointer will appear on the edge of the HUD. This pointer provides an indication of the direction and location of your current target.

See also


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