Fr:Manuel:ATH
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Contents
Affichage tête haute
Add image of HUD |
La vue du cockpit et l'Affichage tête haute (Head Up Display -HUD- en anglais) sont les interfaces primaires de Vega Strike lorsque vous êtes en vol. Les différentes zones de l'affichage tête haute sont présentées ci-dessous dans le sens des aiguilles d'une montre, en partant du coin en haut à gauche de l'écran.
Communications
L'affichage des communications est situé en haut à gauche de l'ATH (HUD).
Dans la section des communications, la première ligne indique votre destination actuellement ciblée. Sous cet indicateur se trouve un compteur qui note le temps passé depuis le dernier décollage. Alors que les conversations apparaissent, lisez-les de gauche à droite. Le premier indicateur est la source d'origine du communiqué, que ce soit un groupe de vol, une station ou une base. Ensuite vient l'horodatage, i.e. le temps apparaissant au compteur lorsque le communiqué a été envoyé, suivi par la ligne de conversation elle-même. Les conversations portent un code-couleur représentant votre réputation actuelle auprès de l'objet qui communique.
Se référer à la section Communications pour de plus amples informations.
Voyants lumineuxs
Trois voyants lumineux sont situés en haut au centre de l'ATH :
-
Le voyant SPEC indique si le moteur SPEC est actuellement activé. -
Le voyant JUMP doit être allumé pour engager le voyage interstellaire. S'il ne l'est pas, vous devez vous rapprocher manuellement du trou de ver que vous avez pris pour cible. Une fois arrivé à une distance nulle, le voyant devrait s'allumer, à moins que quelque-chose d'autre empêche l'activation. -
Le voyant OVERLOAD indique que votre réacteur atteint un seuil critique, et que votre vaisseau est sur le point d'exploser. FIXME ajouter quelque-chose à propos de l'éjection?. Pour vous éjecter lors d'une surcharge du réacteur, pressez la séquence ALT+E définie par défaut sur les claviers).
Frames per Second
(ED: this is an internal game control/developer testing assist to measure computer performance during gameplay.)
Missions
Where you have accepted missions, those mission objectives will appear to the Centre Right. Missions may be viewed by scrolling using the and keys.
Upon completion (or failure) of a mission objective, you will receive a communiqué (see communications above) informing you of the result. The objective recorded under missions will change color as well.
Right Video Display Unit (VDU)
This Video Display Unit is activated by use of the key . 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 or .
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 magnitude of your ship's velocity, the vector of which is not necessarily aligned with your current heading.
- Set Velocity: located above the right detection display is the Set Speed Indicator. This indicates the desired forward velocity of your ship.
- SPEC Velocity: located below the Current Velocity indicator, this displays the effective velocity the SPEC drive is causing you to travel at.
- 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.
- FTL Energy Capacitor: 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.
- AUTO --> AUTOpilot activity status
- CLK --> CLoaKing device status
- DOCK --> DOCKing readiness
- ECM --> Electronic CounterMeasures
- FCMP --> Flight CoMPuter
- GCNT --> Governor CoNTrol (Maneuver/Travel)
- JUMP --> JUMP drive status
- MASS --> total MASS of vessel + upgrades + cargo as % of base mass of vessel
- SPEC --> SPEC drive status
- TCNT --> Turret CoNTrol
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 . 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 . You may toggle selected missiles and torpedoes using the key .
- 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 or .
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 view screen, 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.
Angular Acceleration Indicator
The round green indicator with a cross inside indicates the angular acceleration of your ship. The closer it is the center of the screen, the lower is your angular acceleration and the sprite will be scaled down in either horizontal or vertical direction when close to the center to show that your angular acceleration in that axis has stopped. The further the indicator is from the center the greater will be your angular acceleration.
Directional Target 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
- Manual:Keyboard layout for the necessary command keys.
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